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[SOURCE: https://en.wikipedia.org/wiki/Shabbat] | [TOKENS: 4471] |
Contents Shabbat Shabbat (UK: /ʃəˈbæt/, US: /ʃəˈbɑːt/, or /ʃəˈbʌt/; Hebrew: שַׁבָּת, [ʃa'bat], lit. 'rest' or 'cessation') or the Sabbath (/ˈsæbəθ/), also called Shabbos (UK: /ˈʃæbəs/, US: /ˈʃɑːbəs/) by Ashkenazim, is Judaism's day of rest on the seventh day of the week—i.e., Friday–Saturday. On this day, religious Jews remember the biblical stories describing the creation of the heaven and earth in six days and the redemption from slavery and the Exodus from Egypt. Since the Jewish religious calendar counts days from sunset to sunset, Shabbat begins in the evening of what on the civil calendar is Friday. Shabbat observance entails refraining from work activities, and engaging in restful activities to honor the day. Judaism's traditional position is that the unbroken seventh-day Shabbat originated among the Jewish people, as their first and most sacred institution. Variations upon Shabbat are widespread in Judaism and, with adaptations, throughout the Abrahamic and many other religions. According to halakha (Jewish religious law), Shabbat is observed from a few minutes before the sun sets on Friday evening until the appearance of three stars in the sky on Saturday night, or an hour after sundown. Shabbat is ushered in by lighting candles and reciting blessings over wine and bread. Traditionally, three festive meals are eaten: The first one is held on Friday evening, the second is traditionally a lunch meal on Saturday, and the third is held later Saturday afternoon. The evening meal and the early afternoon meal typically begin with a blessing called kiddush (sanctification), said over a cup of wine. At the third meal a kiddush is not performed, but the hamotzi blessing is recited and challah (braided bread) is eaten. In many communities, this meal is often eaten in the period after the afternoon prayers (Minchah) are recited and shortly before Shabbat is formally ended with a Havdalah ritual. Shabbat is a festive day when Jews exercise their freedom from the regular labours of everyday life. It offers an opportunity to contemplate the spiritual aspects of life and to spend time with family. The end of Shabbat is traditionally marked by a ritual called Havdalah, during which blessings are said over wine (or grape juice), aromatic spices, and Havdalah candle lighting, separating Shabbat from the rest of the week. Etymology The word Shabbat derives from the Hebrew root ש־ב־ת. Although frequently translated as "rest" (noun or verb), another accurate translation is "ceasing [from work]." The notion of active cessation from labour is also regarded[by whom?] as more consistent with an omnipotent God's activity on the seventh day of creation according to Genesis. Origins A number of scholars propose a cognate Akkadian word šapattu or šabattu, which refers to the day of the full moon. A lexicographic list found in the library of Ashurbanipal glosses šabattu as "[the gods'] day of the heart's rest" (ūm nûḫ libbi), although this probably refers to the appeasement of the gods' anger. Other scholars doubt that there is a connection between the biblical Sabbath and the Akkadian šapattu/šabattu, as the two words may not have a common etymology and šapattu refers almost exclusively to the fifteenth day of the month or the phenomenon of lunar alignment, not to the seventh day of a week.: 32–33 Connection to Sabbath observance has been suggested in the designation of the seventh, fourteenth, nineteenth, twenty-first and twenty-eight days of a lunar month in an Assyrian religious calendar as a 'holy day', also called 'evil days' (meaning "unsuitable" for prohibited activities). The prohibitions on these days, spaced seven days apart (except the nineteenth), include abstaining from chariot riding, and the avoidance of eating meat by the King. On these days officials were prohibited from various activities and common men were forbidden to "make a wish", and at least the 28th was known as a "rest-day". This theory has also been challenged on the grounds that the 'evil days' did not always fall every seven days and did not entail a general cessation of work. The Universal Jewish Encyclopedia advanced a theory of Assyriologists like Friedrich Delitzsch (and of Marcello Craveri) that Shabbat originally arose from the lunar cycle in the Babylonian calendar containing four weeks ending in a Sabbath, plus one or two additional unreckoned days per month. The difficulties of this theory include reconciling the differences between an unbroken week and a lunar week, and explaining the absence of texts naming the lunar week as Sabbath in any language. Seventh-day Shabbat did not originate with the Egyptians, to whom it was unknown; and other origin theories based on the day of Saturn, or on the planets generally, have also been abandoned. Sabbath is given special status as a holy day at the very beginning of the Torah in Genesis 2:1-3. It is first commanded after the Exodus from Egypt, in Exodus 16:26 (relating to the cessation of manna) and in Exodus 16:29 (relating to the distance one may travel by foot on the Sabbath). It is also commanded in Exodus 20:8-11 (as one of the Ten Commandments). Sabbath is commanded and commended many more times in the Torah and Tanakh; double the normal number of animal sacrifices are to be offered on the day. Sabbath is also described by the prophets Isaiah, Jeremiah, Ezekiel, Hosea, Amos, and Nehemiah in the bible. The longstanding Jewish position is that the continuous observance of the seventh day Shabbat originated among the Jewish people, as their first and most sacred institution. The origins of Shabbat and a seven-day week are not clear to scholars; the Mosaic tradition claims an origin from the Genesis creation narrative. The first non-Biblical reference to Sabbath is in an ostracon found in excavations at Mesad Hashavyahu, which has been dated to approximately 630 BCE. Status as a Jewish holy day The Tanakh and siddur describe Shabbat as having three purposes:[citation needed] Judaism accords Shabbat the status of a joyous holy day. In many ways, Jewish law gives Shabbat the status of being the most important holy day in the Hebrew calendar: Rituals Honoring Shabbat (kavod Shabbat) on Preparation Day (Friday) includes bathing, having a haircut and cleaning and beautifying the home (with flowers, for example). Days in the Jewish calendar start at nightfall, therefore many Jewish holidays begin at such time. According to Jewish law, Shabbat starts a few minutes before sunset. Candles are lit at this time. It is customary in many communities to light the candles 18 minutes before sundown (tosefet Shabbat, although sometimes 36 minutes), and most printed Jewish calendars adhere to this custom. The Kabbalat Shabbat service is a prayer service welcoming the arrival of Shabbat. Before Friday night dinner, it is customary to sing two songs, one "greeting" two Shabbat angels into the house ("Shalom Aleichem" -"Peace Be Upon You") and the other praising the woman of the house for all the work she has done over the past week ("Eshet Ḥayil" -"Woman Of Valour"). After blessings over the wine and challah, a festive meal is served. Singing is traditional at Sabbath meals. In modern times, many composers have written sacred music for use during the Kabbalat Shabbat observance, including Robert Strassburg and Samuel Adler. According to rabbinic literature, God via the Torah commands Jews to observe (refrain from forbidden activity) and remember (with words, thoughts, and actions) Shabbat, and these two actions are symbolized by the customary two Shabbat candles. Candles are lit usually by the woman of the house (or else by a man who lives alone). Some families light more candles, sometimes in accordance with the number of children. Shabbat is a day of celebration as well as prayer. It is customary to eat three festive meals: Dinner on Shabbat eve (Friday night), lunch on Shabbat day (Saturday), and a third meal (a Seudah shlishit) in the late afternoon (Saturday). It is also customary to wear nice clothing (different from during the week) on Shabbat to honor the day. Many Jews attend synagogue services on Shabbat even if they do not do so during the week. Services are held on Shabbat eve (Friday night), Shabbat morning (Saturday morning), and late Shabbat afternoon (Saturday afternoon). With the exception of Yom Kippur, days of public fasting are postponed or advanced if they coincide with Shabbat. Mourners sitting shivah (week of mourning subsequent to the death of a spouse or first-degree relative) outwardly conduct themselves normally for the duration of the day and are forbidden to display public signs of mourning. Although most Shabbat laws are restrictive, the fourth of the Ten Commandments in Exodus is taken by the Talmud and Maimonides to allude to the positive commandments of Shabbat. These include: Havdalah (Hebrew: הַבְדָּלָה, "separation") is a Jewish religious ceremony that marks the symbolic end of Shabbat, and ushers in the new week. At the conclusion of Shabbat at nightfall, after the appearance of three stars in the sky, the havdalah blessings are recited over a cup of wine, and with the use of fragrant spices and a candle, usually braided. Some communities delay havdalah later into the night in order to prolong Shabbat. There are different customs regarding how much time one should wait after the stars have surfaced until the sabbath technically ends. Some people hold by 72 minutes later and other hold longer and shorter than that. Prohibited activities Jewish law (halakha) prohibits doing any form of melakhah (מְלָאכָה, plural melakhoth) on Shabbat, unless an urgent human or medical need is life-threatening. Though melakhah is commonly translated as "work" in English, a better definition is "deliberate activity" or "skill and craftmanship". There are 39 categories of melakhah: The 39 melakhoth are not so much activities as "categories of activity". For example, while "winnowing" usually refers exclusively to the separation of chaff from grain, and "selecting" refers exclusively to the separation of debris from grain, they refer in the Talmudic sense to any separation of intermixed materials which renders edible that which was inedible. Thus, filtering undrinkable water to make it drinkable falls under this category, as does picking small bones from fish (gefilte fish is one solution to this problem). The categories of labors prohibited on Shabbat are exegetically derived – on account of Biblical passages juxtaposing Shabbat observance (Exodus 35:1–3) to making the Tabernacle (Exodus 35:4 etc.) – that they are the kinds of work that were necessary for the construction of the Tabernacle. They are not explicitly listed in the Torah; the Mishnah observes that "the laws of Shabbat ... are like mountains hanging by a hair, for they are little Scripture but many laws". Many rabbinic scholars have pointed out that these labors have in common activity that is "creative", or that exercises control or dominion over one's environment. In addition to the 39 melakhot, additional activities were prohibited by the rabbis for various reasons. The term shomer Shabbat is used for a person (or organization) who adheres to Shabbat laws consistently. The (strict) observance of the Sabbath is often seen as a benchmark for orthodoxy and indeed has legal bearing on the way a Jew is seen by an orthodox religious court regarding their affiliation to Judaism. Orthodox and some Conservative authorities rule that turning electric devices on or off is prohibited as a melakhah; however, authorities are not in agreement about exactly which one(s). One view is that tiny sparks are created in a switch when the circuit is closed, and this would constitute lighting a fire (category 37). If the appliance is purposed for light or heat (such as an incandescent bulb or electric oven), then the lighting or heating elements may be considered as a type of fire that falls under both lighting a fire (category 37) and cooking (i.e., baking, category 11). Turning lights off would be extinguishing a fire (category 36). Another view is that completing an electrical circuit constitutes building (category 35) and turning off the circuit would be demolishing (category 34). Some schools of thought consider the use of electricity to be forbidden only by rabbinic injunction, rather than a melakhah. A common solution to the problem of electricity involves preset timers (Shabbat clocks) for electric appliances, to turn them on and off automatically, with no human intervention on Shabbat itself. Some Conservative authorities reject altogether the arguments for prohibiting the use of electricity. Some Orthodox also hire a "Shabbos goy", a non-Jew (who must not be regularly employed by the household in question) to perform prohibited tasks (like operating light switches) on Shabbat. Orthodox and many Conservative authorities completely prohibit the use of automobiles on Shabbat as a violation of multiple categories, including lighting a fire, extinguishing a fire, and transferring between domains (category 39). However, the Conservative movement's Committee on Jewish Law and Standards permits driving to a synagogue on Shabbat, as an emergency measure, on the grounds that if Jews lost contact with synagogue life, they would become lost to the Jewish people. A halakhically authorized Shabbat mode added to a power-operated mobility scooter may be used on the observance of Shabbat for those with walking limitations, often referred to as a Shabbat scooter. It is intended only for individuals whose limited mobility is dependent on a scooter or automobile consistently throughout the week. Seemingly "forbidden" acts may be performed by modifying technology such that no law is actually violated. In Sabbath mode, a "Sabbath elevator" will stop automatically at every floor, allowing people to step on and off without anyone having to press any buttons, which would normally be needed to work. (Dynamic braking is also disabled if it is normally used, i.e., shunting energy collected from downward travel, and thus the gravitational potential energy of passengers, into a resistor network.) However, many rabbinical authorities consider the use of such elevators by those who are otherwise capable as a violation of Shabbat, with such workarounds being for the benefit of the frail and handicapped and not being in the spirit of the day. Many observant Jews avoid the prohibition of carrying by use of an eruv. Others make their keys into a tie bar, part of a belt buckle, or a brooch, because a legitimate article of clothing or jewelry may be worn rather than carried. An elastic band with clips on both ends, and with keys placed between them as integral links, may be considered a belt. Shabbat lamps have been developed to allow a light in a room to be turned on or off at will while the electricity remains on. A special mechanism blocks out the light when the off position is desired without violating Shabbat. The Shabbos App is a proposed Android app claimed by its creators to enable Orthodox Jews, and all Jewish Sabbath-observers, to use a smartphone to text on the Jewish Sabbath. It has met with resistance from some authorities. If a human life is in danger (pikuach nefesh), then a Jew is not only allowed, but required, to violate any halakhic law that stands in the way of saving that person (excluding murder, idolatry, and forbidden sexual acts). The concept of life being in danger is interpreted broadly: for example, it is mandated that one violate Shabbat to bring a woman in active labor to a hospital. Lesser rabbinic restrictions are often violated under much less urgent circumstances (a patient who is ill but not critically so). We did everything to save lives, despite Shabbat. People asked: "Why are you here? There are no Jews here," but we are here because the Torah orders us to save lives .... We are desecrating Shabbat with pride. — Mati Goldstein, commander of the Jewish ZAKA rescue-mission to the 2010 Haiti earthquake Various other legal principles closely delineate which activities constitute desecration of Shabbat. Examples of these include the principle of shinui ("change" or "deviation"): A violation is not regarded as severe if the prohibited act was performed in a way that would be considered abnormal on a weekday. Examples include writing with one's nondominant hand, according to many rabbinic authorities. This legal principle operates bedi'avad (ex post facto) and does not cause a forbidden activity to be permitted barring extenuating circumstances. Generally, adherents of Reform and Reconstructionist Judaism believe that the individual Jew determines whether to follow Shabbat prohibitions or not. For example, some Jews might find activities, such as writing or cooking for leisure, to be enjoyable enhancements to Shabbat and its holiness, and therefore may encourage such practices. Many Reform Jews believe that what constitutes "work" is different for each person, and that only what the person considers "work" is forbidden. The radical Reform rabbi Samuel Holdheim advocated moving Sabbath to Sunday for many no longer observed it, a step taken by dozens of congregations in the United States in late 19th century. More rabbinically traditional Reform and Reconstructionist Jews believe that these halakhoth in general may be valid, but that it is up to each individual to decide how and when to apply them. A small fraction of Jews in the Progressive Jewish community accept these laws in much the same way as Orthodox Jews. Encouraged activities The Talmud, especially in tractate Shabbat, defines rituals and activities to both "remember" and "keep" the Sabbath holy and to sanctify it at home and in the synagogue. In addition to refraining from creative work, the sanctification of the day through blessings over wine, the preparation of special Sabbath meals, and engaging in prayer and Torah study were required as an active part of Shabbat observance to promote intellectual activity and spiritual regeneration on the day of rest from physical creation. According to many scribes, half of the day should be devoted to Torah study and prayer. The Talmud states that the best food should be prepared for the Sabbath, for "one who delights in the Sabbath is granted their heart's desires" (BT, Shabbat 118a-b). All Jewish denominations encourage the following activities on Shabbat: Special Shabbat Special Shabbatot are the Shabbatot that precede important Jewish holidays: e.g., Shabbat HaGadol (Shabbat preceding Pesach), Shabbat Zachor (Shabbat preceding Purim), and Shabbat Shuvah (Shabbat between Rosh Hashanah and Yom Kippur). In other religions Most Christians do not observe Saturday Sabbath, but instead observe a weekly day of worship on Sunday, which is often called the "Lord's Day". Several Christian denominations, such as the Seventh-day Adventist Church, the Church of God (7th Day), the Seventh Day Baptists, and others, observe seventh-day Sabbath. This observance is celebrated from Friday sunset to Saturday sunset. Samaritans also observe Shabbat. Although Muslims do not observe Saturday Sabbath, the name of Saturday in the Islamic calendar, السَّبْت as-Sabt, is etymologically-related to its Hebrew name, likewise meaning 'rest.' Lunar Sabbath Some hold the biblical sabbath was not connected to a 7-day week like the Gregorian calendar. Instead the New Moon marks the starting point for counting and the shabbat falls consistently on the 8th, 15th, 22nd, 29th of each month. Biblical text to support using the moon, a light in the heavens, to determine days include Genesis 1:14, Psalm 104:19, and Sirach 43:6–8 See references: Rabbinic Jewish tradition and practice does not hold of this, holding the sabbath to be based on the days of creation, and hence a wholly separate cycle from the monthly cycle, which does not occur automatically and must be rededicated each month. See kiddush hachodesh. See also External links References |
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[SOURCE: https://en.wikipedia.org/wiki/C%C3%A9u_(programming_language)] | [TOKENS: 121] |
Contents Céu (programming language) Céu is a synchronous reactive language intended for front-end applications that aims to be a safer alternative to C and C++. Céu supports synchronous concurrency with shared memory and deterministic execution and has a small memory footprint. History Early versions of Céu were developed in 2011 by Francisco Sant'Anna during his research at the Pontifical Catholic University of Rio de Janeiro. Examples A "Hello World!" program that repeats every 250 milliseconds is: References Sources This programming-language-related article is a stub. You can help Wikipedia by adding missing information. |
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[SOURCE: https://en.wikipedia.org/wiki/Dubai] | [TOKENS: 16436] |
Contents Dubai Dubai[a] is the most populous city in the United Arab Emirates and the capital of the Emirate of Dubai. It is on a creek on the southeastern coast of the Persian Gulf. As of 2025, its population stands at 4 million, 92% of whom are expatriates. The wider urban area includes Sharjah and has a population of 5 million people as of 2023, while the Dubai–Sharjah–Ajman metropolitan area has a population of 6 million people. Founded in the early 18th century as a pearling and fishing settlement, Dubai became a regional trade hub in the 20th century after declaring itself a free port (1901) and extending the Creek (1961). Modest oil revenue helped accelerate Dubai's development from the 1960s to the 1990s, when the city started to diversify its economy. In 2018, oil production contributed less than 1% to the emirate's GDP. Rapid construction since the 1990s has produced one of the world's densest skylines, including the world's tallest building, the Burj Khalifa. Extensive land-reclamation projects have added more than 300 kilometres (190 mi) of artificial coastline. The city has a large real estate market, especially in the luxury segment. Dubai's economy centres on trade, tourism, aviation, financial services, and real estate. The Dubai International Financial Centre (DIFC) is one of the world's major financial centres. In 2024, Dubai was the seventh most-visited city globally. Dubai International Airport (DXB) is the world's busiest airport for international passenger traffic, handling over 92 million passengers in 2024. Etymology Many theories have been proposed about the origin of the word "Dubai". One theory suggests the word used to be the souq in Ba. The linguist Zana Vahidzadeh (Dana Pishdar) holds that the word comes from 'money', a reference to the prosperity of the trading centre or that the word refers to 'two brothers'—Deira and Bur Dubai. The poet and scholar Ahmad Mohammad Obaid traces it to the same word, but to its alternative meaning of "baby locust" (جراد) due to the abundance of locusts in the area before settlement. History The history of human settlement in the area now defined by the United Arab Emirates is complex and extensive. It points to extensive trading links between the civilisations of the Indus Valley and Mesopotamia, and even as far afield as the Levant. Archaeological finds in the emirate of Dubai, particularly at Al-Ashoosh, Al Sufouh, and the notably rich trove from Saruq Al Hadid show settlement through the Ubaid and Hafit periods, the Umm Al Nar and Wadi Suq periods, and the three Iron Ages in the UAE. The area was known to the Sumerians as Magan and was a source of metallic goods, notably copper and bronze. The area was covered with sand about 5,000 years ago as the coast retreated inland, becoming part of the city's present coastline. Pre-Islamic ceramics have been found from the 3rd and 4th centuries. Before the introduction of Islam to the area, people in this region worshiped Bajir (or Bajar). After the spread of Islam in the region, the Umayyad Caliph of the eastern Islamic world conquered southeast Arabia and drove out the Sassanians. Excavations by the Dubai Museum in the region of Al-Jumayra (Jumeirah) found several artefacts from the Umayyad period. An early mention of Dubai in 1095 is in the Book of Geography by the Andalusian-Arab geographer Abu Abdullah al-Bakri. The Venetian pearl merchant Gasparo Balbi visited the area in 1580 and mentioned Dubai (as Dibei) for its pearling industry. Dubai is thought to have been established as a pearling and fishing village in the early 18th century and was, by 1822, a town of some 700–800 members of the Bani Yas tribe and subject to the rule of Sheikh Tahnun bin Shakhbut of Abu Dhabi. In 1822, a British naval surveyor noted that Dubai was at that time populated by a thousand people living in an oval-shaped town surrounded by a mud wall, scattered with goats and camels. The main footpath out of the village led to a reedy creek, while another trailed off into the desert and merged into caravan routes.: 17 In 1833, after tribal feuds, members of the Al Bu Falasah tribe seceded from Abu Dhabi and established themselves in Dubai. The exodus from Abu Dhabi was led by Obeid bin Saeed and Maktoum bin Butti, who became joint leaders of Dubai until Ubaid died in 1836, leaving Maktoum to establish the Maktoum dynasty. Dubai signed the General Maritime Treaty of 1820 with the British government along with other Trucial States, following the British campaign in 1819 against Ras Al Khaimah. This led to the 1853 Perpetual Maritime Truce. Dubai also—like its neighbours on the Trucial Coast—entered into an exclusivity agreement in which the United Kingdom took responsibility for the emirate's security in 1892. In 1841, a smallpox epidemic broke out in Bur Dubai, forcing residents to relocate east to Deira. In 1896, fire broke out in Dubai, a disastrous occurrence in a town where many family homes were still constructed from barasti (palm fronds). The conflagration consumed half of Bur Dubai's houses, while the Deira district was said to have been destroyed. The next year, more fires broke out. An enslaved woman was caught in the act of starting one such blaze and was put to death. In 1901, Maktoum bin Hasher Al Maktoum established Dubai as a free port with no taxation on imports or exports, and also gave merchants parcels of land and guarantees of protection and tolerance. These policies led merchants not only to move directly from Lingeh, but also from those who had settled in Ras Al Khaimah and Sharjah (which had historical links with Lingeh through the Al Qawasim tribe) to Dubai. An indicator of the growing importance of the port of Dubai is the movements of the steamer of the Bombay and Persia Steam Navigation Company, which from 1899 to 1901 paid five visits annually to Dubai. In 1902, the company's vessels made 21 visits to Dubai, and from 1904 on, the steamers called fortnightly, trading 70,000 tons of cargo in 1906. The frequency of these vessels only accelerated Dubai's role as an emerging port and trading hub of preference. Lorimer notes the transfer from Lingeh "bids fair to become complete and permanent", and also that the town had by 1906 supplanted Lingeh as the chief entrepôt of the Trucial States. The "great storm" of 1908 struck the pearling boats of Dubai and the coastal emirates towards the end of the pearling season that year, resulting in the loss of a dozen boats and over 100 men. The disaster was a major setback for Dubai, with many families losing their breadwinners and merchants facing financial ruin. These losses came at a time when the tribes of the interior were also experiencing poverty. In a letter to the Sultan of Muscat in 1911, Butti laments, "Misery and poverty are raging among them, with the result that they are struggling, looting and killing among themselves." In 1910, in the Hyacinth incident, the town was bombarded by HMS Hyacinth, with 37 people killed. As well as expanding its regional trade links, Dubai was also an important regional centre for the collection, sale, and trade of pearls. The collapse of the pearling industry[when?] plunged the city into a deep depression, and many residents lived in poverty or migrated to other parts of the Persian Gulf. In 1937, an oil exploration contract was signed, guaranteeing royalty rights for Dubai and concessionary payments to Sheikh Saeed bin Maktoum. But due to World War II, oil was not struck until 1966.: 36–37 In its early days, Dubai was constantly at odds with Abu Dhabi. In 1947, a border dispute between Dubai and Abu Dhabi on the northern sector of their border escalated into war. Arbitration by the British government resulted in a cessation of hostilities. Despite a lack of oil, Dubai's ruler from 1958, Sheikh Rashid bin Saeed Al Maktoum, used revenue from trading activities to build infrastructure, initially through loans raised from local merchants and the ruler of Kuwait. Private companies were established to build and operate infrastructure, including electricity, telephone services, and both the ports and airport operators. An airport of sorts (a runway built on salt flats) was established in Dubai in the 1950s and in 1959, the emirate's first hotel, the Airlines Hotel, was constructed. This was followed by the Ambassador and Carlton Hotels in 1968. Throughout the late 1950s, the British had urged Sheikh Rashid to approve a town plan to manage an already burgeoning real estate market. In 1959, through the correspondence of the British political agent, Sheikh Rashid invited architect John Harris to Dubai to discuss the parameters of a town plan. In May 1960, Harris returned to Dubai with the plan. Harris, who ran his own architectural practice, had only a matter of weeks to create the plan after receiving aerial photographs of the city that spring. No later than 1961, the British engineering firm Halcrow was marking the city's street system as shown on the plan and hardening designated routes with asphalt. The plan continued to function as a guide for further extensions of Dubai's street system as municipal funding became available. Harris's plan made only minimal proposals to disrupt the commercial and social life in the existing areas of Bur Dubai and Deira. Therefore, new development was proposed outside these areas, further inland from the Gulf. While the town plan of 1960 envisioned a very low-rise city that was not realised, its proposed road system was largely implemented as planned. Harris's firm acted independently of Halcrow, but the plan's accurate representation of ongoing land reclamation and the future Maktoum Bridge, which had not yet been proposed to the municipality, suggests that the two firms kept an open line of communication. The master plan's road system also served as a guide for the municipality in designating utility easements, as these became increasingly necessary. In 1959, Dubai's first telephone company was established, with 51% owned by IAL (International Aeradio Ltd) and 49% by Sheikh Rashid and local businesspeople. In 1961, both the electricity and telephone companies rolled out operational networks. The water company (Rashid was chairman and majority shareholder) constructed a pipeline from wells at Awir and a series of storage tanks and, by 1968, Dubai had a reliable supply of piped water. The same year, a sand tax was briefly imposed by Rashid in an effort to boost trade by monetising the Emirate's most abundant resource. The tax was lifted after 11 days, making it the shortest-lived tax in the region's history. On 7 April 1961, the Dubai-based MV Dara, a five-thousand-ton British-flagged vessel that plied the route between Basra (Iraq), Kuwait, and Bombay (Mumbai, India), was caught in unusually high winds off Dubai. Early the next morning, in heavy seas off Umm al-Quwain, an explosion tore out the second-class cabins and started fires. The captain gave the order to abandon ship, but two lifeboats capsized, and a second explosion occurred. A flotilla of small boats from Dubai, Sharjah, Ajman, and Umm al-Quwain picked up survivors, but 238 of the 819 persons on board were lost in the disaster. Construction of Dubai's first airport began on the northern edge of the town in 1959, and the terminal building opened for business in September 1960. The airport was initially serviced by Gulf Aviation (flying Dakotas, Herons, and Viscounts) but Iran Air commenced services to Shiraz in 1961. In 1962, the British Political Agent noted that "Many new houses and blocks of offices and flats are being built... the Ruler is determined, against advice [from the British authorities] to press on with the construction of a jet airport... More and more European and Arab firms are opening up, and the future looks bright." In 1962, with expenditure on infrastructure projects already approaching levels some thought imprudent, Sheikh Rashid approached his brother-in-law, the Ruler of Qatar, for a loan to build the first bridge crossing Dubai Creek. This crossing was completed in May 1963 and was paid for by a toll levied on traffic from the Dubai side of the creek to Deira. BOAC was initially reluctant to launch regular flights between Bombay and Dubai, fearing insufficient seat demand. However, by the time the asphalt runway of Dubai Airport was constructed in 1965, opening Dubai to both regional and long-haul traffic, several foreign airlines were competing for landing rights. In 1970, a new airport terminal building was constructed, which included Dubai's first duty-free shops. Throughout the 1960s, Dubai was the centre of a lively gold trade, with 1968 imports of gold at some £56 million. This gold was, in the vast majority, re-exported – mainly to customers who took delivery in international waters off India. The import of gold to India had been banned, and so the trade was characterised as smuggling. However, Dubai's merchants were quick to point out that they were making legal gold deliveries and that it was up to the customer where they took it. In 1966, more gold was shipped from London to Dubai than from almost anywhere else in the world (only France and Switzerland shipped more), totaling 4 million ounces. Dubai also took delivery of over $15 million worth of watches and over 5 million ounces of silver. The 1967 price of gold was $35 an ounce, but its market price in India was $68 an ounce – a healthy markup. Estimates at the time put the volume of gold imports from Dubai to India at around 75% of the total market. After years of exploration following large finds in neighbouring Abu Dhabi, oil was eventually discovered in territorial waters off Dubai in 1966, albeit in far smaller quantities. The first field was named "Fateh" or "good fortune". This accelerated Sheikh Rashid's infrastructure development plans and triggered a construction boom, resulting in a massive influx of foreign workers, primarily from Asia and the Middle East. Between 1968 and 1975, the city's population grew by over 300%. As part of the infrastructure for pumping and transporting oil from the Fateh field, located offshore of the Jebel Ali area of Dubai, two 500,000-gallon storage tanks were built, known locally as "Kazzans", by welding them together on the beach and then digging them out and floating them to drop onto the seabed at the Fateh field. These were constructed by the Chicago Bridge & Iron Company, which gave the beach its local name (Chicago Beach), which was transferred to the Chicago Beach Hotel, which was demolished and replaced by the Jumeirah Beach Hotel in the late 1990s. The Kazzans were an innovative oil storage solution which meant supertankers could moor offshore even in bad weather and avoided the need to pipe oil onshore from Fateh, which is some 60 miles out to sea. Dubai had already embarked on a period of infrastructural development and expansion. Oil revenue, flowing from 1969 onwards, supported a period of growth, with Sheikh Rashid embarking on a policy of building infrastructure and diversifying the economy before the emirate's limited reserves were depleted. Oil accounted for 24% of GDP in 1990 but had fallen to 7% of GDP by 2004. Critically, one of the first major projects Sheikh Rashid embarked upon when oil revenue began to flow was the construction of Port Rashid, a deep-water free port built by the British company Halcrow. Originally intended to be a four-berth port, it was extended to sixteen berths during construction. The project was an outstanding success, with shipping queuing to access the new facilities. The port was inaugurated on 5 October 1972, although its berths were put to use as soon as they were built. Port Rashid was to be expanded in 1975 by 35 berths before the larger Jebel Ali port was constructed. Port Rashid was the first of a swath of projects designed to create a modern trading infrastructure, including roads, bridges, schools, and hospitals. Dubai and the other "Trucial States" had long been a British protectorate where the British government took care of foreign policy and defence, as well as arbitrating between the rulers of the Eastern Gulf, the result of a treaty signed in 1892 named the "Exclusive Agreement". This was to change with Prime Minister Harold Wilson's announcement, on 16 January 1968, that all British troops were to be withdrawn from "East of Aden". The decision was to pitch the coastal emirates, together with Qatar and Bahrain, into fevered negotiations to fill the political vacuum left by the British withdrawal. The principle of union was first agreed upon between the ruler of Abu Dhabi, Sheikh Zayed bin Sultan Al Nahyan, and Sheikh Rashid of Dubai on 18 February 1968, at a meeting in an encampment at Argoub Al Sedirah, near Al Semeih, a desert stop between the two emirates. The two agreed to work towards bringing the other emirates, including Qatar and Bahrain, into the union. Over the next two years, negotiations and meetings of the rulers followed—often stormy—as a form of union was thrashed out. The nine-state union never recovered from the October 1969 meeting, when British intervention against aggressive actions by two of the Emirates prompted walkouts by Bahrain and Qatar. They dropped out of talks, leaving six of the seven "trucial" emirates to agree on a union on 18 July 1971. On 2 December 1971, Dubai, together with Abu Dhabi, Sharjah, Ajman, Umm al-Quwain, and Fujairah, joined in the Act of Union to form the United Arab Emirates. The seventh emirate, Ras Al Khaimah, joined the UAE on 10 February 1972, following Iran's annexation of the RAK-claimed Tunbs islands. In 1973, Dubai, along with the other emirates, adopted a uniform currency: the UAE dirham. In that same year, the prior monetary union with Qatar was dissolved, and the UAE dirham was introduced throughout the Emirates. Throughout the 1970s, Dubai experienced continued growth fuelled by oil and trade revenues, even as the city witnessed an influx of immigrants fleeing the Lebanese civil war. Border disputes between the emirates persisted even after the formation of the UAE; it was only in 1979 that a formal compromise was reached, putting an end to disagreements. In 1979, the establishment of the Jebel Ali port, a deep-water port accommodating larger ships, marked a significant development. Initially facing challenges, Sheikh Mohammed established JAFZA (Jebel Ali Free Zone) around the port in 1985, facilitating the unrestricted import of labour and the export of capital for foreign companies. Simultaneously, Dubai airport and the aviation industry continued their expansion. The Gulf War in early 1991 had a negative financial impact on the city, as depositors and traders withdrew funds and halted trading. But Dubai rebounded in a changing political climate and prospered. In the late 1990s, various foreign trading communities—initially from Kuwait during the Gulf War and later from Bahrain amid the Shia unrest—relocated to Dubai. Dubai served as a refuelling base for allied forces at the Jebel Ali Free Zone during the Gulf War and again during the 2003 Invasion of Iraq. Subsequent significant increases in oil prices prompted Dubai to maintain its focus on free trade and tourism. In the early 2000s, construction of artificial islands off Dubai's coast, known as the Palm Islands and The World Islands, began. The Burj Khalifa opened in Dubai in 2010, surpassing the Taipei 101 to become the tallest skyscraper in the world. Dubai's smart city initiatives, including smart tourism, play a key role in advancing the city's growth ambitions, primarily through the Smart Dubai project. In 2016, the world's first functioning 3D-printed office building was opened in Dubai, having taken 17 days to build. Its architect, Killa Design, was the same architect that designed the Museum of the Future. The construction of Dubai Frame, a 150-meter marvel, commenced in 2014, and was completed in 2017. Geography Dubai is on the Persian Gulf coast of the United Arab Emirates and roughly at sea level (16 m or 52 ft above). The emirate of Dubai borders Abu Dhabi to the south, Sharjah to the northeast, and the Sultanate of Oman to the southeast. Hatta, a minor exclave of the emirate, is surrounded on three sides by Oman and by the emirates of Ajman (in the west) and Ras Al Khaimah (in the north). The Persian Gulf borders the western coast of the emirate. Dubai is positioned at 25°16′11″N 55°18′34″E / 25.2697°N 55.3095°E / 25.2697; 55.3095 and has an area of 1,588 sq mi (4,110 km2), a significant expansion beyond its initial 1,500 sq mi (3,900 km2) designation due to land reclamation from the sea. Dubai lies directly in the Arabian Desert. Still, its topography differs significantly from that of the southern UAE, with much of Dubai's landscape characterized by sandy desert patterns. In contrast, gravel deserts dominate much of the country's south. The sand consists mostly of crushed shells and coral and is fine, clean, and white. East of the city, the salt-crusted coastal plains, known as sabkha, give way to a north–south running line of dunes. Farther east, the dunes grow larger and are tinged red with iron oxide. The flat sandy desert gives way to the Western Hajar Mountains, which run alongside Dubai's border with Oman at Hatta. The Western Hajar chain has an arid, jagged, and shattered landscape, whose mountains rise to about 1,300 metres (4,265 feet) in some places. Dubai has no natural rivers or oases, but it does have a natural inlet, Dubai Creek, which has been dredged to allow large vessels to pass. Dubai also has multiple gorges and waterholes dotting the base of the Western Al Hajar mountains. A vast sea of dunes covers much of southern Dubai and leads into the desert known as The Empty Quarter. Seismically, Dubai is in a very stable zone—the nearest seismic fault line, the Zagros Fault, is 200 kilometres (124 miles) from the UAE and unlikely to affect Dubai. Experts also say the probability of a tsunami in the region is minimal because the Persian Gulf waters are not deep enough to trigger one. The sandy desert surrounding the city supports wild grasses and occasional date palms. Desert hyacinths grow in the sabkha plains east of the city. In contrast, acacia and ghaf trees grow in the flat plains within the proximity of the Western Al Hajar mountains. Several Indigenous trees, such as the date palm and neem, as well as imported trees, such as the eucalyptus and jacaranda, grow in Dubai's natural parks. The MacQueen's bustard, striped hyena, caracal, desert fox, falcon, and Arabian oryx are common in Dubai's desert. Dubai is on the migration path between Europe, Asia, and Africa, and more than 320 migratory bird species pass through it in spring and autumn. The waters of Dubai are home to more than 300 fish species, including the hammour. Marine life off the coast of Dubai includes tropical fish, jellyfish, coral, dugong, dolphins, whales, and sharks. Various types of turtles are also found in the area, including the hawksbill turtle and green turtle, which are listed as endangered species. Dubai features a hot desert climate (Köppen BWh). Summers are extremely hot, prolonged, windy, and humid, with an average high around 40 °C (104 °F) and overnight lows around 30 °C (86 °F) in the hottest month, August. Most days are sunny throughout the year. Winters are mild to warm, with an average high of 24 °C (75 °F) and overnight lows of 14 °C (57 °F) in January, the coolest month. Dubai summers are also known for very high humidity, which can make them uncomfortable for many, with exceptionally high dew points that can exceed 30 °C (86 °F). Heat index values can reach over 60 °C (140 °F) at the height of summer. The highest recorded temperature in Dubai is 49.0 °C (120.2 °F). Very dry, Dubai's average annual precipitation is 79.2 mm (3.12 in). But precipitation has been increasing over the last few decades, with annual precipitation reaching 110.7 mm (4.36 in). Record-setting flooding inundated Dubai in April 2024, demonstrating a lack of appropriate drainage to deal with the immense challenges precipitated by climate change. Government Dubai has been ruled by the Al Maktoum family since 1833; the emirate is an absolute monarchy. Dubai citizens participate in the electoral college to vote representatives to the Federal National Council of the UAE. The ruler, Sheikh Mohammed bin Rashid Al Maktoum, is also the vice-president and Prime Minister of the United Arab Emirates and a member of the Supreme Council of the Union (SCU). Dubai appoints eight members to the Federal National Council (FNC) of the UAE, the supreme federal legislative body, for two-term periods. The Dubai Municipality (DM) was established by the then ruler of Dubai, Rashid bin Saeed Al Maktoum, in 1954 for purposes of city planning, citizen services, and upkeep of local facilities. It has since then evolved into an autonomous subnational authority, collectively known as the Government of Dubai, which is responsible for both the city of Dubai and the greater emirate. The Government of Dubai has over 58 governmental departments responsible for security, economic policy, education, transportation, immigration, and is one of only three emirates to have a separate judicial system independent from the federal judiciary of the UAE. The Ruler of Dubai is the head of government and emir (head of state) and laws, decrees, and court judgments are issued in his name, however, since 2003, executive authority of managing and overseeing Dubai Governmental agencies has been delegated to the Dubai Executive Council, led by the Crown Prince of Dubai Hamdan bin Mohammed Al Maktoum. Although no legislative assembly exists, the traditional open majlis (council), where citizens and representatives of the Ruler meet, is often used for feedback on certain domestic issues. Demographics As of September 2019[update], the population is 3,331,420 – an annual increase of 177,020 people, which represents a growth rate of 5.64%. The region covers 1,287.5 square kilometres (497.1 mi2). The population density is 408.18/km2 – more than eight times that of the entire country. Dubai is the second-most-expensive city in the region and the 20th-most-expensive city in the world. As of 2013[update], only about 15% of the emirate's population was made up of UAE nationals, with the rest comprising expatriates, many of whom either have been in the country for generations or were born in the UAE. Approximately 85% of the expatriate population (and 71% of the emirate's total population) was Asian, chiefly Indian (51%) and Pakistani (16%); other significant Asian groups include Bangladeshis (9%) and Filipinos (3%). A quarter of the population (local and foreign) reportedly traces their origins to Iran. In addition, 16% of the population (or 288,000 persons) living in collective labour accommodation were not identified by ethnicity or nationality, but were thought to be primarily Asian. 461,000 Westerners live in the United Arab Emirates, making up 5.1% of its total population. There are over 100,000 British expatriates in Dubai, by far the largest group of Western expatriates in the city. The median age in the emirate was about 27 years. In 2014, there were estimated to be 15.54 births and 1.99 deaths per 1,000 people. There are other Arab nationals, including GCC nationals.[citation needed] Arabic is the national and official language of the UAE. The Gulf dialect of Arabic is spoken natively by most Emiratis; some Emiratis also speak Shihhi Arabic. English is used as a second language. Other major languages spoken in Dubai due to immigration are Malayalam, Sindhi, Gujarati, Urdu, Persian, Hindi, Tamil, Punjabi, Pashto, Bengali, Balochi, Tulu, Kannada, Sinhala, Marathi, Telugu, Tagalog, and Chinese, in addition to many others. Article 7 of the UAE's Provisional Constitution declares Islam the official state religion of the UAE. The government subsidises almost 95% of mosques and employs all Imams; approximately 5% of mosques are entirely private, and several large mosques have large private endowments. All mosques in Dubai are managed by the Islamic Affairs and Charitable Activities Department, also known as "Awqaf", under the Government of Dubai. The Government appoints all Imams. The Constitution of the United Arab Emirates provides for freedom of religion. Expats held to be preaching religious hatred or promoting religious extremism are usually jailed and deported. Dubai has large Christian, Hindu, Sikh, Baháʼí, Buddhist, Jain and other religious communities residing in the city, as well as a small but growing Jewish community. In 2014, more than 56% of Dubai residents were Muslims, while 25% were Christians, 16% were Hindus, and around 2% were adherent of other religions. The Churches Complex in Jebel Ali Village is an area for several churches and temples of different religious denominations, especially Christian denominations. The largest Christian parish in the world is that of St Mary's Catholic Church in Dubai, owing to the large number of migrant workers in the city. Non-Muslim groups may own houses of worship where they can practice their religion freely, provided they obtain a land grant and permission to build a compound. Groups that do not have their own buildings may use facilities provided by other religious organisations or worship in private homes. Non-Muslim religious groups are also permitted to advertise group functions openly and distribute various religious literature. Catholics are served pastorally by the Apostolic Vicariate of Southern Arabia. British preacher Reverend Andrew Thompson claimed that the United Arab Emirates is one of the most tolerant places in the world towards Christians and that it is easier to be a Christian in the UAE than in the UK. On 5 April 2020, the Church of Jesus Christ of Latter-day Saints announced the building of one of their temples in Dubai. As part of the announcement, church President Russell M. Nelson said, "The plan for a temple in Dubai comes in response to their gracious invitation, which we gratefully acknowledge." Economy One of the world's fastest-growing economies, Dubai's gross domestic product is projected at over US$177 billion in 2021, with a growth rate of 6.1% in 2014. Although a number of core elements of Dubai's trading infrastructure were built on the back of the oil industry, revenues from oil and natural gas account for less than 5% of the emirate's revenues. It is estimated that Dubai produces 50,000 to 70,000 barrels (7,900 to 11,100 m3) of oil a day and substantial quantities of gas from offshore fields. The emirate's share in the UAE's total gas revenues is about 2%. Dubai's oil reserves have diminished significantly and are expected to be exhausted in 20 years. Real estate and construction (22.6%), trade (16%), entrepôt (15%), and financial services (11%) are the largest contributors to Dubai's economy. Dubai's non-oil foreign trade stood at $362 billion in 2014. Of the total trade volume, imports accounted for the largest share, at $230 billion, while exports and re-exports to the emirate stood at $31 billion and $101 billion, respectively. By 2014, China had emerged as Dubai's largest international trading partner, with total trade of $47.7 billion, up 29% from 2013. India was second among Dubai's key trading partners, with trade totaling $29.7 billion, followed by the United States at $22.62 billion. The Kingdom of Saudi Arabia was Dubai's fourth-largest trading partner globally and its first in the GCC and the Arab world, with a total trade value of $14.2 billion. Trade with Germany in 2014 totalled $12.3 billion; Switzerland and Japan both at $11.72 billion; and the UK at $10.9 billion. Historically, Dubai and its twin across Dubai Creek, Deira (then independent of Dubai City), were important ports of call for Western manufacturers. Most of the new city's banking and financial centres were headquartered in the port area. Dubai remained a major hub for trade throughout the 1970s and 1980s. Dubai has a free trade in gold and, until the 1990s, was the hub of a "brisk smuggling trade" of gold ingots to India, where gold import was restricted. Dubai's Jebel Ali port, constructed in the 1970s, has the largest human-made harbour in the world and was ranked seventh globally for the volume of container traffic it supports. Dubai is also a hub for service industries such as information technology and finance, with industry-specific free zones throughout the city. Dubai Internet City, combined with Dubai Media City as part of TECOM (Dubai Technology, Electronic Commerce and Media Free Zone Authority), is one such enclave, whose members include IT firms such as Hewlett Packard Enterprise, HP Inc., Halliburton, Google, EMC Corporation, Oracle Corporation, Microsoft, Dell, and IBM, and media organisations such as MBC, CNN, BBC, Reuters, Sky News, and AP. Various programmes, resources, and value-added services support the growth of startups in Dubai and help them connect to new business opportunities. The Dubai Financial Market (DFM) was established in 2000 as a secondary market for trading securities and bonds, both local and foreign. As of the fourth quarter of 2006, its trading volume stood at about 400 billion shares, valued at $95 billion. The DFM had a market capitalisation of about $87 billion. The other Dubai-based stock exchange is NASDAQ Dubai, the Middle East's international stock exchange. It enables a range of companies, including UAE and regional small and medium-sized enterprises, to trade on an exchange with an international brand name, with access to both regional and international investors. DMCC (Dubai Multi Commodities Centre) was established in 2002. It is the world's fastest-growing free zone and was nominated for "Global Free Zone of the Year 2016" by The Financial Times Magazine. Dubai is also known as the City of Gold because a major part of the economy is based on gold trading, with Dubai's total gold trading volumes in H1 2011 reaching 580 tonnes at an average price of US$1,455 per troy ounce. A City Mayors survey ranked Dubai 44th among the world's best financial cities in 2007, while another report by City Mayors indicated that Dubai was the world's 27th richest city in 2012, in terms of purchasing power parity (PPP). Dubai is also an international financial centre (IFC) and has been ranked 37th within the top 50 global financial cities as surveyed by the MasterCard Worldwide Centres of Commerce Index (2007), and first within the Middle East. Since it opened in September 2004, the Dubai IFC has attracted leading international firms as a regional hub and has established NASDAQ Dubai, which lists equity, derivatives, structured products, Islamic bonds (sukuk), and other bonds. The Dubai IFC model is an independent risk-based regulator with a legislative system consistent with English common law. In 2012, the Global City Competitiveness Index by the Economist Intelligence Unit ranked Dubai at No. 40 with a total score of 55.9. According to its 2013 research report on the future competitiveness of cities, Dubai will rank 23rd overall in the Index in 2025. Indians, followed by Britons and Pakistanis are the top foreign investors in Dubai real estate. Dubai has launched several major projects to support its economy and develop different sectors. These include Dubai Fashion 2020 and Dubai Design District, which is expected to become a home to leading local and international designers. The AED 4 billion first phase of the project was completed in 2015. As of March 2024, Dubai began operating the world's biggest waste-to-energy facility, which will power approximately 135,000 homes. In July 2024, Dubai signed an agreement to develop a logistics hub for food, fruits, and vegetables, planned to be the world's largest of its kind. UAE Minister of Finance Sheikh Maktoum bin Mohammed was present at the signing. In 2024, the city of Dubai ranked 12 out of 142 cities in the Smart City Index. In September 2019, Dubai's ruler Sheikh Mohammed bin Rashid Al Maktoum ordered the establishment of the Higher Committee for Real Estate Planning to study and evaluate future real estate construction projects, in order to achieve a balance between supply and demand, which is seen as a move to curb the pace of construction projects following a decline in property prices. The government's decision to diversify from a trade-based, oil-reliant economy to one oriented toward services and tourism increased property value, driving property appreciation from 2004 to 2006. A longer-term assessment of Dubai's property market, however, showed depreciation; some properties lost as much as 64% of their value from 2001 to November 2008. The large-scale real estate development projects have led to the construction of some of the tallest skyscrapers and largest projects in the world such as the Emirates Towers, the Burj Khalifa, the Palm Islands, and the most expensive hotel, the Burj Al Arab. Dubai's property market experienced a major downturn in 2008 and 2009 as a result of the slowing economic climate. By early 2009, the situation had worsened with the Great Recession taking a heavy toll on property values, construction, and employment. This has had a major impact on property investors in the region, some of whom were unable to release funds from investments made in property developments. As of February 2009[update], Dubai's foreign debt was estimated at $80 billion. However, this is a tiny fraction of the world's sovereign debt. In Dubai, many of the property owners are residents or genuine investors. However, 2020 Data from the Centre for Advanced Defense Studies (C4ADS) revealed that several real estate owners in the city were either subject to international sanctions or involved in criminal activities. Some others were public officials, with little likelihood of purchasing it with their known incomes. The report "Dubai Uncovered" names 100 Russian oligarchs, public officials, and Europeans involved in money laundering. Benefiting from Dubai's lack of robust real estate regulations, several corrupt individuals owned properties abroad, laundered illicit funds, and invested in real estate to store their wealth. Names of some of such questionable figures included Daniel Kinahan, Alexander Borodai, Roman Lyabikhov, Tibor Bokor, Ruslan Baisarov, Miroslav Výboh, and others. For years, Dubai has been labeled a major hub for illicit cash laundering, primarily through its real estate market. Due to the UAE's lack of robust regulations and extradition treaties with many countries, fugitives have found it a perfect hideout. The "Dubai Unlocked" investigation by journalists from 75 media outlets, in coordination with OCCRP and E24, revealed how Dubai's real estate market became a haven for criminals, money launderers, drug lords, fugitives, political figures accused of corruption, and sanctioned individuals seeking to hide their money there. The investigation was based on data leaks from 2020 and 2022, primarily from the Dubai Land Department and publicly owned utility companies. The EU Tax Observatory and Norway's Centre for Tax Research estimated that, in 2022, foreign ownership of real estate in Dubai was approximately $160 billion. Until 2022, there was no obligation for real estate agents, brokers, and lawyers in Dubai to report large cash or cryptocurrency transactions to authorities. Following the February 2022 invasion of Ukraine, property prices in Dubai increased significantly as wealthy Russians began investing in the UAE's real estate. Since 2020, property prices in Dubai have increased by 124%. Meanwhile, the EU Tax Observatory and Norway's Centre for Tax Research reported that Russians have invested around $6.3 billion in Dubai's existing and under-development properties since 2022. The increase in property prices pushed out the British expatriates, and forced them to look for property outside Dubai in cities like Ras Al Khaimah. Despite rising property prices, real estate transactions in Dubai reached an all-time high in 2024, totaling 180,987 and worth AED 522.5bn. This marks a 36.5% increase in transaction volume since 2023. Tourism is an essential part of the Dubai government's strategy to maintain the flow of foreign cash. Dubai's lure for tourists is based mainly on shopping, but also on its ancient and modern attractions. As of 2018, Dubai is the fourth-most-visited city in the world based on the number of international visitors and the fastest growing, increasing at a 10.7% rate. The city hosted 14.9 million overnight visitors in 2016 and was expected to reach 20 million tourists by 2020. A great tourist attraction in Dubai is the Burj Khalifa, the tallest building in the world, although Jeddah Tower in Jeddah, Saudi Arabia is aiming to be taller. Dubai has been called the "shopping capital of the Middle East". Dubai alone has more than 70 shopping centres, including the world's second-largest shopping centre, The Dubai Mall. As of June 2024, the Emirate real estate developer Emaar Properties announced plans to expand the 12-million-square-foot mall for 1.5 billion dirhams ($408 million), adding 240 luxury stores, along with new food outlets. Dubai is also known for the historical souk districts on either side of its creek. Traditionally, dhows from East Asia, China, Sri Lanka, and India discharged their cargo, and the goods would be bargained over in the souks adjacent to the docks. Dubai Creek played a vital role in sustaining the city's community life and was the resource that originally drove Dubai's economic boom. As of September 2013[update], Dubai Creek has been proposed as a UNESCO World Heritage Site. Many boutiques and jeweler stores are in the city. Dubai is also known as "the City of Gold", as the Gold Souk in Deira houses nearly 250 gold retail shops. Dubai Creek Park in Dubai Creek also plays a vital role in Dubai tourism as it showcases some of the most famous tourist attractions in Dubai such as the Dolphinarium, Cable Car, Camel Ride, Horse Carriage, and Exotic Birds Shows. Dubai has a wide range of parks like Safa Park, Mushrif Park, and Hamriya Park. Each is uniquely distinctive. Mushrif Park showcases different houses from around the world. A visitor can view the architectural features of both the exterior and interior of each home. Some of the most popular beaches in Dubai are Umm Suqeim Beach, Al Mamzar Beach Park, JBR Open Beach, Kite Beach, Black Palace Beach, and Royal Island Beach Club. Mastercard's Global Destination Cities Index 2019 found that tourists spend more in Dubai than in any other city. In 2018, the country topped the list for the fourth consecutive year, with total spend of $30.82 billion. The average daily spend was $553. In 2019, Dubai loosened its liquor laws, allowing tourists to purchase alcohol from state-controlled stores. Previously, alcohol was accessible only to locals with special licences. The policy shift came as the United Arab Emirates witnessed a severe economic crisis that led to a drop in alcohol sales by volume. In 2021, the UAE was ranked among the 20 most dangerous places for LGBTQ tourists to visit. In 2022, several LGBTQ tourists who travelled to Dubai were deported. In March 2022, Thai transgender model Rachaya Noppakaroon visited Dubai to perform at the Expo 2020, but was sent back because her passport gave her sex as male. In another case, a French influencer on TikTok and Snapchat, Ibrahim Godin, was sent back from Dubai because the authorities assumed his male friend travelling with him was his boyfriend. Ibrahim filed a complaint for "public defamation because of sexual orientation", and an investigation was opened by the Vesoul police. He said, "Dubai is not all pretty, all rosy as we see on social networks." On 2 November 2011, four cities had their bids for Expo 2020 already lodged, with Dubai making a last-minute entry. The delegation from the Bureau International des Expositions, which visited Dubai in February 2013 to examine its readiness for the largest exposition, was impressed by the infrastructure and level of national support. In May 2013, the Dubai Expo 2020 Master Plan was revealed. Dubai won the right to host Expo 2020 on 27 November 2013. The leading site of Dubai Expo 2020 was planned to be a 438-hectare area (1,083 acres), part of the new Dubai Trade Centre Jebel Ali urban development, located midway between Dubai and Abu Dhabi. Moreover, the Expo 2020 also created various social enlistment projects and monetary boons to the city targeting the year 2020, such as initiating the world's largest solar power project. The Dubai Expo 2020 was scheduled to take place from 20 October 2020 until 10 April 2021 for 173 days where there would be 192 country pavilions featuring narratives from every part of the globe, have different thematic districts that would promote learning the wildlife in the forest exhibit too many other experiences. Due to the impact of COVID-19, the organisers of Expo 2020 postponed the Expo by one year to begin in 2021 (the new dates are 1 October 2021 to 31 March 2022). Dubai has targets to build an inclusive, barrier-free, and disability-friendly city, which opened as Expo City Dubai. The city has already implemented changes, including wheelchair-accessible taxis, sloped pavements, and tactile floor indicators at all metro stations for visually impaired passengers. Architecture Dubai has a rich collection of buildings and structures of various architectural styles. Many modern interpretations of Islamic architecture are found here, due to a boom in construction and architectural innovation in the Arab World in general, and in Dubai in particular, supported not only by top Arab or international architectural and engineering design firms such as Al Hashemi and Aedas, but also by top firms of New York and Chicago. As a result of this boom, modern Islamic – and world – architecture has literally been taken to new levels in skyscraper building design and technology. Dubai now has more completed or topped-out skyscrapers higher than 2⁄3 km (2,200 ft), 1⁄3 km (1,100 ft), or 1⁄4 km (820 ft) than any other city. A culmination point was reached in 2010 with the completion of the Burj Khalifa (Khalifa Tower), now by far the world's tallest building at 829.8 m (2,722 ft). The Burj Khalifa's design is derived from the patterning systems embodied in Islamic architecture, with the triple-lobed footprint of the building based on an abstracted version of the desert flower hymenocallis which is native to the Dubai region. The completion of the Burj Khalifa, following the construction boom that began in the 1980s, accelerated in the 1990s and reached a rapid pace during the 2000s, leaving Dubai with the world's tallest skyline as of 4 January 2010[update]. At The Top in Burj Khalifa, the world's second highest observatory deck after the Shanghai Tower with an outdoor terrace, is one of Dubai's most popular tourist attractions, with over 1.87 million visitors in 2013. The Creek Tower had been planned in the 2010s to keep Dubai atop the list of tallest buildings. However, construction was placed on indefinite hold during the coronavirus pandemic. No date has been announced for the project's continuation. Dubai is recognised as a "Design City" by UNESCO's Creative Cities Network. The Burj Al Arab (Arabic: برج العرب, Tower of the Arabs), a luxury hotel, is frequently called "the world's only 7-star", though its management has never made that claim. The term "7-star hotel" was coined by a British journalist to describe their experience of the hotel. A Jumeirah Group spokesperson said: "There's not a lot we can do to stop it. We're not encouraging the use of the term. We've never used it in our advertising." The hotel opened in December 1999. Burj Khalifa, known as the Burj Dubai before its inauguration, is a 828 metres (2,717 ft) high skyscraper in Dubai, and the tallest building in the world. The structure of the desert flower inspired the tower Hymenocallis. It was constructed by more than 30 contracting companies worldwide, with workers from 100 nationalities, from 2004 to 2009. It's also an architectural icon, named after Sheikh Khalifa bin Zayed Al Nahyan. The building opened on 4 January 2010. The Palm Jumeirah is an artificial archipelago, created using land reclamation by Nakheel Properties, a company owned by the Dubai government, and designed and developed by Helman Hurley Charvat Peacock/Architects, Inc. It is one of three planned islands, the Palm Islands, which extend into the Persian Gulf. The Palm Jumeirah is the smallest and the original of the three Palm Islands, and is in the Jumeirah coastal area. It was built from 2001 to 2006. The World Islands is an archipelago of small artificial islands shaped like a world map in the waters of the Persian Gulf, 4.0 kilometres (2.5 mi) off the coast of Dubai. The World islands are mainly made of sand dredged from Dubai's shallow coastal waters and are one of several artificial island developments in Dubai. The islands' areas vary from 250,000 to 900,000 square feet. The islands are arranged in a world map shape, and the archipelago spans about 9 km. On 14 February 2013, the Dubai Miracle Garden, a 72,000-metre (236,000-foot) flower garden, opened in Dubailand. It is the world's largest flower garden. The garden displays more than 50 million flowers with more than 70 species of flowering plants. The garden uses treated wastewater from the city's municipality and utilises the drip irrigation method for watering the plants. During the summer seasons from late May to September, when the climate can get extremely hot with an average high of about 40 °C (104 °F), the garden stays closed. In January 2024, Dubai announced its intention to build the Aeternitas Tower, which will become the world's tallest residential clock tower at a height of 450 m (1,480 ft). That is four times the height of London's Big Ben. The tallest clock tower to date is Makkah Clock Royal Tower in Mecca. The tower's name, "Aeternitas", comes from the ancient Roman religion; she was the divine personification of eternity. The project is a joint venture between Dubai-based real estate developer London Gate and Swiss luxury watch manufacturer Franck Muller. The tower offers luxury apartments, including 1 to 4-bedroom units, as well as Sky Villas and Sky Mansions, with interiors inspired by Franck Muller's designs. Dubai Marina is an artificial canal city, built along a 3-kilometre (2 mi) stretch of Persian Gulf shoreline. As of 2018[update], it had a population of 55,052. When the entire development is complete, it will accommodate more than 120,000 people in residential towers and villas. The 50 million square feet area of the Dubai Marina boasts a centrepiece that includes a 3.5-kilometer water canal which is the heart of the development and provides dual access to the sea, making Dubai Marina a foremost sailing destination. It is on Interchange 5 between Jebel Ali Port and the area which hosts Dubai Internet City, Dubai Media City, and the American University in Dubai. The first phase of this project has been completed. Dubai Marina was inspired by the Concord Pacific Place development along False Creek in Vancouver, BC, Canada. Much marine wildlife (especially whales and sharks) has entered the marina because of its proximity to the open sea. The structure consists of two towers connected at the bottom, with a sky bridge at the top that connects the 63rd through the 77th levels. The sky bridge houses luxury apartments on the world's highest occupiable floor at 294.36 metres.[citation needed] Known as Jumeirah Gate, it opened in December 2020 and is situated along the beach. The towers have the world's highest infinity pool in a building, on the roof, at a height of 293.906 metres. Transportation Transport in Dubai is controlled by the Roads and Transport Authority (RTA), an agency of the government of Dubai, formed by royal decree in 2005. The public transport network has in the past faced congestion and reliability issues which a large investment programme has addressed, including over AED 70 billion of improvements planned for completion by 2020, when the population of the city is projected to exceed 3.5 million. In 2009, according to Dubai Municipality statistics, there were an estimated 1,021,880 cars in Dubai. In January 2010, the proportion of Dubai residents who use public transport stood at 6%. Five main routes – E 11 (Sheikh Zayed Road), E 311 (Sheikh Mohammed Bin Zayed Road), E 44 (Dubai-Hatta Highway), E 77 (Dubai-Al Habab Road), and E 66 (Oud Metha Road, Dubai-Al Ain Road, or Tahnoun Bin Mohammad Al Nahyan Road) – run through Dubai, connecting the city to other towns and emirates. Additionally, several important intra-city routes, such as D 89 (Al Maktoum Road/Airport Road), D 85 (Baniyas Road), D 75 (Sheikh Rashid Road), D 73 (Al Dhiyafa Road now named as 2 December street), D 94 (Jumeirah Road), and D 92 (Al Khaleej/Al Wasl Road) connect the various localities in the city. The eastern and western sections of the city are connected by Al Maktoum Bridge, Al Garhoud Bridge, Al Shindagha Tunnel, Business Bay Crossing, and Floating Bridge. The RTA operates Dubai's public bus transport system. The bus system services 140 routes and transports over 109 million people in 2008. By the end of 2010, there will be 2,100 buses in service across the city. In 2006, the transport authority announced the construction of 500 air-conditioned passenger bus shelters, and planned for 1,000 more across the emirates in a move to encourage the use of public buses. The RTA licenses all taxi services. Dubai-licensed taxis are easily identifiable by their cream bodywork, with varied roof colours indicating the operator. Dubai Taxi Corporation, a division of the RTA, is the largest operator and operates red-roofed taxis. There are five private operators: Metro Taxis (orange roofs); Network Taxis (yellow roofs); Cars Taxis (blue roofs); Arabia Taxis (green roofs); and City Taxis (purple roofs). In addition, there is a Ladies and Families taxi service (pink roofs) with female drivers, which caters exclusively to women and children. More than 3,000 taxis operate in the emirate, averaging 192,000 trips daily and carrying about 385,000 people. In 2009, taxi trips exceeded 70 million trips, serving around 140.45 million passengers. Dubai International Airport (IATA: DXB), the hub for the Emirates airline, serves the city of Dubai and other emirates in the country. The airport is the third-busiest airport in the world by passenger traffic and the world's busiest airport by international passenger traffic. In addition to being an important passenger traffic hub, the airport is the sixth-busiest cargo airport in world, handling 2.37 million tons of cargo in 2014. Emirates is one of the national flag carriers of the United Arab Emirates. As of 2018[update], it operated internationally, serving over 150 destinations in over 70 countries across six continents. The development of Al Maktoum International Airport (IATA: DWC) was announced in 2004. The first phase of the airport, featuring one A380-capable runway, 64 remote stands, one cargo terminal with an annual capacity for 250,000 tonnes of cargo, and a passenger terminal building designed to accommodate five million passengers per year, has been opened. When completed, Dubai World Central-Al Maktoum International will be the largest airport in the world with five runways, four terminal buildings, and capacity for 160 million passengers and 12 million tons of cargo. Dubai Metro consists of two lines (Red and Green) that run through the city's financial and residential areas. It was opened in September 2009. UK-based international service company Serco is responsible for operating the metro. The Red Line is the major backbone, with 29 stations (4 underground, 24 elevated, and one at ground level) running from Rashidiya Station to UAE Xchange Station in Jebel Ali. The Green Line, running from the Etisalat Station to the Creek Station, has 20 stations (8 underground, 12 elevated). An extension to the Red Line connecting the EXPO 2020 site opened on 1 June 2021. A Blue and a Purple Line have also been planned. The Dubai Metro is the first urban train network in the Arabian Peninsula. The trains are fully automated and driverless. A monorail line connecting the Palm Jumeirah to the mainland opened on 30 April 2009. It is the first monorail in the Middle East. An extension to connect to the Red Line of the Dubai Metro is planned. A tramway located in Al Sufouh runs for 14.5 km (9.0 mi) along Al Sufouh Road from Dubai Marina to the Burj Al Arab and the Mall of the Emirates with two interchanges with the Dubai Metro Red Line. The first section, a 10.6 km (6.6 mi)- long tram line serving 11 stations, was opened in 2014. Dubai has announced it will complete a link of the UAE high-speed rail system, which is planned to link with the whole GCC (Gulf Cooperation Council, also known as Cooperation Council for the Arab States of the Gulf), and then possibly Europe.[citation needed] The high-speed rail will support passengers and cargo. There are two major commercial ports in Dubai, Port Rashid and Port Jebel Ali. Port Jebel Ali is the world's largest human-made harbour, the biggest port in the Middle East, and the 7th-busiest port in the world. One of the more traditional methods of getting across Bur Dubai to Deira is by abras, small boats that ferry passengers across the Dubai Creek, between abra stations in Bastakiya and Baniyas Road. The Marine Transport Agency has also implemented the Dubai Water Bus System. The water bus is a fully air-conditioned boat service connecting selected destinations across the creek. One can also use the tourist water bus service in Dubai. The latest addition to the water transport system is the Water Taxi. The Water-Taxis can transport a maximum of 20 passengers at a time which provides a smooth journey along Al Mamzar and Dubai Marina via Dubai Creek. It has 40 pickup points across Dubai. Dubai is increasingly leveraging its logistics and ports to participate in trade between Europe and China, as well as between Europe and Africa, in addition to oil transport. For this purpose, ports such as Jebel Ali and Mina Rashid are rapidly expanded, and investments are made in their technology. The country is historically and currently part of the Maritime Silk Road that runs from the Chinese coast to the south via the southern tip of India to Mombasa, from there through the Red Sea via the Suez Canal to the Mediterranean, there to the Upper Adriatic region to the northern Italian hub of Trieste with its rail connections to Central Europe, Eastern Europe, and the North Sea. Culture The UAE's culture mainly reflects traditional Arab culture. The influence of Arab and Islamic cultures on architecture, music, attire, cuisine, and lifestyle is also pronounced. Five times a day, Muslims are called to prayer from the minarets of mosques scattered across the country. Major holidays in Dubai include Eid al-Fitr, which marks the end of Ramadan, and National Day (2 December), which marks the formation of the United Arab Emirates. The city's cultural imprint as a small, ethnically homogeneous pearling community was transformed by the arrival of other ethnic groups and nationals—first by Iranians in the early 1900s, and later by Indians and Pakistanis in the 1960s. In 2005, 84% of Dubai's metropolitan population was foreign-born, about half of whom were from India. From 2006 to 2022, the weekend had been Friday and Saturday, as a compromise between Friday's holiness to Muslims and the Western weekend of Saturday and Sunday. Before 2006, the weekend was Thursday-Friday. On 1 January 2022, Dubai moved to a four-and-a-half-day working week, with the weekend comprising Friday afternoon, Saturday, and Sunday. Because of the tourism-driven entrepreneurial approach of many Dubai residents and the high standard of living, Dubai's culture has gradually evolved toward luxury, opulence, and lavishness, with a strong emphasis on leisure-related extravagance. Dubai is known for its nightlife. Clubs and bars are chiefly found in hotels due to liquor laws. The New York Times called Dubai "the kind of city where you might run into Michael Jordan at the Buddha Bar or stumble across Naomi Campbell celebrating her birthday with a multiday bash". Annual entertainment events such as the Dubai Shopping Festival (DSF) and Dubai Summer Surprises (DSS) attract over 4 million visitors from across the region and generate revenues over $2.7 billion. The International Festivals and Events Association (IFEA), the world's leading events trade association, has crowned Dubai as IFEA World Festival and Event City, 2012 in the cities category with a population of more than one million. Large shopping malls in the city, such as Deira City Centre, Mirdiff City Centre, BurJuman, Mall of the Emirates, Dubai Mall (the world's second-largest), Dubai Marina Mall, Dubai Hills Mall, Dragon Mart, Dubai Festival City Mall, and Ibn Battuta Mall as well as traditional Dubai Gold Souk, Al Souk Al Kabir (known as Meena Bazaar), and other souks attract shoppers from the region. Arabic cuisine is very popular and is available everywhere in the city, from the small shawarma diners in Deira and Al Karama to the restaurants in Dubai's hotels. Fast food, South Asian, and Chinese cuisines are also very popular and are widely available. The sale and consumption of pork is regulated and is legally permitted to be sold only to non-Muslims, in designated areas of supermarkets and airports. Similarly, the sale of alcoholic beverages is also regulated. A liquor permit is required to purchase alcohol, but it is available at hotel bars and restaurants. Shisha and qahwa boutiques are also popular in Dubai. Biryani is also popular in Dubai. The inaugural Dubai Food Festival was held between 21 February and 15 March 2014. According to Vision magazine, the event was aimed at enhancing and celebrating Dubai's position as the gastronomic capital of the region. The festival was designed to showcase the variety of flavours and cuisines on offer in Dubai, featuring dishes from over 200 nationalities. The next food festival was held between 23 February 2017 and 11 March 2017. Dubai Opera opened its doors on 31 August 2016 in Downtown Dubai with a performance by Plácido Domingo. The venue is a 2000-seat, multifunctional performing arts centre that can host not only theatrical shows, concerts, and operas, but also weddings, gala dinners, banquets, and conferences. Arabic movies are popular in Dubai and the UAE. Since 2004, the city has hosted the annual Dubai International Film Festival which serves as a showcase for Arab and Middle Eastern filmmaking talent. The Dubai Desert Rock Festival was also another major festival consisting of heavy metal and rock artists but is no longer held in Dubai. One of the lesser-known sides of Dubai is the importance of its young contemporary art gallery scene. Since 2008, the leading contemporary art galleries such as Carbon 12 Dubai, Green Art, gallery Isabelle van den Eynde, and The Third Line have brought the city onto the international art map. Art Dubai, the region's growing and reputable art fair, is also a major contributor to the development of the contemporary art scene. The Theatre of Digital Art Dubai (ToDA) opened in 2020 and presents immersive digital art, including contemporary work. Many international news agencies, such as Reuters, APTN, Bloomberg L.P., and Middle East Broadcasting Centre (MBC), operate in Dubai Media City and Dubai Internet City. Additionally, several local network television channels, such as Dubai One (formerly Channel 33) and Dubai TV (EDTV), provide programming in English and Arabic, respectively. Dubai is also the headquarters for several print media outlets. Dar Al Khaleej, Al Bayan, and Al Ittihad are the city's largest circulating Arabic language newspapers, while Gulf News, Khaleej Times, Khaleej Mag, and 7days are the largest circulating English newspapers. Etisalat, the government-owned telecommunications provider, held a virtual monopoly over telecommunications services in Dubai before the establishment of other, smaller telecommunications companies, such as Emirates Integrated Telecommunications Company (EITC—better known as Du) in 2006. The Internet was introduced into the UAE (and therefore Dubai) in 1995. The network has an Internet bandwidth of 7.5 Gbit/s and supports 49 STM-1 links. Dubai houses two of four Domain Name System (DNS) data centres in the country (DXBNIC1, DXBNIC2). Censorship is common in Dubai and used by the government to control content that it believes violates the cultural and political sensitivities of Emirates. Homosexuality, drugs, and the theory of evolution are generally considered taboo. Internet content is regulated in Dubai. Etisalat uses a proxy server to filter Internet content the government deems inconsistent with the values of the country, such as sites that provide information on how to bypass the proxy; sites about dating, gay and lesbian networks, and pornography; and formerly sites originating from Israel. Emirates Media and Internet (a division of Etisalat) notes that as of 2002[update], 76% of Internet users are male. About 60% of Internet users were Asian, and 25% were Arab. Dubai enacted the Electronic Transactions and Commerce Law in 2002, which addresses digital signatures and electronic registers. It prohibits Internet Service Providers (ISPs) from disclosing information gathered in the course of providing services. The penal code contains official provisions that prohibit digital access to pornography; however, it does not address cyber crime or data protection. In 2019, the Italian artist Princess Bee produced "Hi Dubai", the first cross-media project that reveals the "soul of the city" through the life and work experiences of 25 Emirati and expat women. The series also promoted the Emirate's lifestyle and main events to attract young people to visit and live in Dubai. "Hi Dubai" was on air on the national channel Dubai One TV in prime time, after the National News, during the UAE National Day week; then distributed online on Dubai Post and in-flight on ICE across all Emirates Airlines flights. Football and cricket are the most popular sports in Dubai. The headquarters of the International Cricket Council is in Dubai. Three football teams (Al Wasl FC, Shabab Al-Ahli Dubai FC, and Al Nasr SC) represent Dubai in UAE Pro-League. Al-Wasl have the second-most championships in the UAE League, after Al Ain. Dubai also hosts both the annual Dubai Tennis Championships and The Legends Rock Dubai tennis tournaments, as well as the Dubai Desert Classic golf tournament and the DP World Tour Championship, all of which attract sports stars from around the world. The Dubai World Cup, a thoroughbred horse race, is held annually at the Meydan Racecourse. The city's top basketball team has traditionally been Shabab Al Ahli Basket. Dubai also hosts the traditional rugby union tournament, Dubai Sevens, part of the Sevens World Series. Event pictures from Rugby 7 Dubai 2015. In 2009, Dubai hosted the 2009 Rugby World Cup Sevens. Auto racing is also a major sport in Dubai; the Dubai Autodrome hosts many auto racing events throughout the year. Another sporting event in Dubai is the Dubai Run, which is part of the Dubai Fitness Challenge and the world's largest free fun run, a main highlight of the challenge since 2017. It also features a state-of-the-art indoor and outdoor Kartdrome, popular among racing enthusiasts and recreational riders. The Indian Premier League cricket competition was held in the UAE in 2020 due to the COVID-19 pandemic. On 12 June, Tommy Fleetwood, 7-time DP World Tour winner, was declared World Global Ambassador. In 2025, Dubai introduced the "Dubai Sports Strategy 2033", a long-term framework designed to support the emirate’s sports sector and strengthen its position as a global sports destination. The strategy outlines initiatives to expand community participation in physical activity, enhance the quality and number of sporting events, and develop local talent across multiple disciplines. It also aims to increase the economic contribution of Dubai’s sports industry through targeted programmes and infrastructure development. The Emirati attire is typical of several countries in the Arabian Peninsula. Women usually wear the "abaya", a long black robe, with a hijab (a headscarf that covers the neck and part of the head, all of the hair and the ears). Some women may wear a niqab that covers the mouth and nose, leaving only the eyes exposed. Men wear the "kandurah" also referred to as "dishdasha" or even "thawb" (long white robe) and the headscarf (ghotrah). The traditional ghutrah in the UAE is white and held in place by an accessory called "egal", which resembles a black cord. Younger Emiratis prefer to wear red-and-white ghutrah and tie them around their heads like turbans. The dress code is never compulsory; many people wear Western or other Eastern clothing. However, prohibitions on "indecent clothing" or revealing too much skin are aspects of the UAE to which Dubai's visitors are expected to conform and are encoded in Dubai's criminal law. The UAE has enforced decency regulations in most public places, aside from waterparks, beaches, clubs, and bars. Education The school system in Dubai follows the United Arab Emirates' system. As of 2009[update], there are 79 public schools run by the Ministry of Education that serve Emiratis and expatriate Arab people, as well as 207 private schools. The medium of instruction in public schools is Arabic with emphasis on English as a second language, while most of the private schools use English as their medium of instruction. Currently, only the Swiss International Scientific School in Dubai claims to offer parallel streams in different languages – bilingual English/French or English/German. Most private schools cater to one or more expatriate communities. Some 36 schools offer international education using one or more of the four International Baccalaureate Programmes for students aged 3–19. Currently, 15 schools have introduced the IB Career-related Programme that can be combined with a vocational qualification such as a BTEC. While there are more UK-curriculum-based schools in Dubai than any other curriculum, more students attend Indian-curriculum schools, which tend to be considerably larger and cost less to attend. There are 34 Indian-curriculum schools in the emirate, most of which offer the CBSE, and just a handful the Indian Certificate of Secondary Education (ICSE) Indian syllabus. Examples of Indian-curriculum schools include IHS, DPS, and DMHS. There are a small number of Pakistani schools in Dubai offering the FBISE curriculum for expatriate children. A total of 18 schools offer British primary education through age 11. There are 64 schools that offer a variation of a UK curriculum style secondary education, either a pure GCSE and A-Level offering, or increasingly I/GCSE up to 16, and then the IB Diploma post-16. Currently, no school in the UAE offers IB or A-level at age 16, but several schools have said they will do so in the future. British style eleven-to-eighteen secondary schools offering General Certificate of Secondary Education and A-Levels include Dubai College, Dubai British School, and English Language School Pvt. Some schools, such as The American School of Dubai, also offer the curriculum of the United States. Dubai has a very active education regulator, the KHDA, which is best known for its school ratings, but actually has a wide mandate when it comes to school improvement in the emirate. Its inspections truly matter, and there is no doubt that school quality has improved as a result of its implementation. A total of 17 schools are currently rated Outstanding (2020), and a further 40 are rated Very Good. Parents in general rate schools highly. The top 10 largest universities by student numbers in Dubai according to the KHDA (2024) are Middlesex University Dubai, Heriot-Watt University Dubai, University of Wollongong in Dubai, Manipal Academy of Higher Education, Dubai, American University in Dubai, S P Jain School of Global Management, Rochester Institute of Technology of Dubai, Amity University Dubai, University of Birmingham Dubai, and Birla Institute of Technology and Science Pilani Dubai. They offer courses in all major subjects, with the most popular subject areas being Business, followed by Information Technology, then Engineering. Most Universities in Dubai are located in the two Educational Zones (Knowledge Village or Academic City). In 2013, Synergy University Dubai Campus opened its campus in Jumeirah Lakes Towers being a first University in Dubai to be located outside of Educational Zones (Knowledge Village or Academic City). Only 4 Dubai Universities are present in the QS World University Rankings 2024/2025. To allow the assessment of more UAE Universities, the Ministry of Education launched The National Higher Education Institutions Classification Framework which classifies UAE Universities based on their research and teaching. Of the top 10 largest Dubai universities University of Wollongong in Dubai, American University in Dubai, and Rochester Institute of Technology of Dubai, were all classified as "Very Good" within The National Higher Education Institutions Classification Framework. Healthcare Healthcare in Dubai can be divided into two different sectors: public and private. Each Emirate can set healthcare standards in accordance with its internal laws, though the standards and regulations rarely differ significantly. Public hospitals in Dubai were first established in the late 1950s and continued to expand alongside public health initiatives. There are now 28 hospitals in Dubai, six public and 22 private, with three more major hospitals scheduled to be built by 2025. By the end of 2012, there were also a total of 1,348 medical clinics, 97% of which were operated privately. In 2015, Dubai phased in mandatory health insurance for all inhabitants, thereby leading to increased demand for medical services. Dubai Hospital is a public hospital in Dubai and is part of Dubai Department of Health and Medical Services. Although the decision to construct Dubai Hospital was made in 1977, it did not begin admitting patients until March 1983. The hospital consists of 14 stories, with the lower two for Accident & Emergency and outpatients, and the upper ten floors. Notable people Twin towns – sister cities Dubai is twinned with: See also References Notes Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Ganesha] | [TOKENS: 10327] |
Contents Ganesha Ganesha or Ganesh (Sanskrit: गणेश, IAST: Gaṇeśa, IPA: [ɡɐˈɳeːɕɐ]), also known as Ganapati, Vinayaka and Pillaiyar, is one of the best-known and most revered and worshipped deities in the Hindu pantheon and is the Supreme God in the Ganapatya sect. His depictions are found throughout India. Hindu denominations worship him regardless of affiliations. Ganesha also holds the Title of "Pratham Pujya" (the god to be worshipped initially before the worship of any other Deity). Devotion to Ganesha is widely diffused and extends to Jains and Buddhists and beyond India. Although Ganesha has many attributes, he is readily identified by his elephant head and four arms. He is widely revered, more specifically, as the remover of obstacles and bringer of good luck; the patron of arts and sciences; and the deva of logic, intellect, and wisdom. As the god of beginnings, he is honoured at the start of rites and ceremonies. Ganesha is also invoked during writing sessions as a patron of letters and learning. Several texts relate anecdotes associated with his birth and exploits. Ganesha is mentioned in Hindu texts between the 1st century BCE and 2nd century CE, and a few Ganesha images from the 4th and 5th centuries CE have been documented by scholars. Hindu texts identify him as the son of Parvati and Shiva of the Shaivism tradition, but he is a pan-Hindu god found in its various traditions. In the Ganapatya tradition of Hinduism, Ganesha is the Supreme Being. Ganesha is also considered as the incarnation of "Mahaganapati"(Superior form of Ganesha). The principal texts on Ganesha include the Ganesha Purana, the Mudgala Purana, and the Ganapati Atharvasirsha Swati Gupta Etymology and other names Ganesha has been ascribed many other titles and epithets, including Ganapati (Ganpati), Vighneshvara, and Pillaiyar. The Hindu title of respect Shri (Sanskrit: श्री; IAST: śrī; also spelled Sri or Shree) is often added before his name. The name Ganesha is a Sanskrit compound, joining the words gana (gaṇa), meaning a 'group, multitude, or categorical system' and isha (īśa), meaning 'lord or master'. The word gaṇa when associated with Ganesha is often taken to refer to the gaṇas, a troop of semi-divine beings that form part of the retinue of Shiva, Ganesha's father. The term more generally means a category, class, community, association, or corporation. Some commentators interpret the name "Lord of the Gaṇas" to mean "Lord of Hosts" or "Lord of created categories", such as the elements. Ganapati (गणपति; gaṇapati), a synonym for Ganesha, is a compound composed of gaṇa, meaning "group", and pati, meaning "ruler" or "lord". Though the earliest mention of the word Ganapati is found in hymn 2.23.1 of the 2nd-millennium BCE Rigveda, it is uncertain that the Vedic term referred specifically to Ganesha. The Amarakosha, an early Sanskrit lexicon, lists eight synonyms of Ganesha: Vinayaka, Vighnarāja (equivalent to Vighnesha), Dvaimātura (one who has two mothers), Gaṇādhipa (equivalent to Ganapati and Ganesha), Ekadanta (one who has one tusk), Heramba, Lambodara (one who has a pot belly, or, literally, one who has a hanging belly), and Gajanana (gajānana), having the face of an elephant. Vinayaka (विनायक; vināyaka) or Binayaka is a common name for Ganesha that appears in the Purāṇas and in Buddhist Tantras. This name is reflected in the naming of the eight famous Ganesha temples in Maharashtra known as the Ashtavinayak (Marathi: अष्टविनायक, aṣṭavināyaka). The names Vighnesha (विघ्नेश; vighneśa) and Vighneshvara (विघ्नेश्वर; vighneśvara) (Lord of Obstacles) refers to his primary function in Hinduism as the master and remover of obstacles (vighna). A prominent name for Ganesha in the Tamil language is Pillai (Tamil: பிள்ளை) or Pillaiyar (பிள்ளையார்). A. K. Narain differentiates these terms by saying that pillai means a "child" while pillaiyar means a "noble child". He adds that the words pallu, pella, and pell in the Dravidian family of languages signify "tooth or tusk", also "elephant tooth or tusk". Anita Raina Thapan notes that the root word pille in the name Pillaiyar might have originally meant "the young of the elephant", because the Pali word pillaka means "a young elephant". In the Burmese language, Ganesha is known as Maha Peinne (မဟာပိန္နဲ, pronounced [məhà pèiɰ̃né]), derived from Pali Mahā Wināyaka (မဟာဝိနာယက). The widespread name of Ganesha in Thailand is Khanet (can be transliterated as Ganet), or the more official title of Phra Phi Khanet. The earliest images and mention lists Ganesha as a major deity in present-day Indonesia, Thailand, Cambodia and Vietnam dating to the 7th and 8th centuries, and these mirror Indian examples of the 5th century or earlier. In Sri Lankan, among Sinhalese Buddhists, he is known as Gana deviyo, and revered along with Vishnu, Skanda, Buddha and other deities. Iconography Ganesha is a popular figure in Indian art. Unlike those of some deities, representations of Ganesha show wide variations and distinct patterns changing over time. He may be portrayed standing, dancing, heroically taking action against demons, playing with his family as a boy, sitting down on an elevated seat, or engaging in a range of contemporary situations. Ganesha images were prevalent in many parts of India by the 6th century. The 13th century statue pictured is typical of Ganesha statuary from 900 to 1200, after Ganesha had been well-established as an independent deity with his own sect. This example features some of Ganesha's common iconographic elements. A virtually identical statue has been dated between 973 and 1200 by Paul Martin-Dubost, and another similar statue is dated 12th century by Pratapaditya Pal. Ganesha has the head of an elephant and a big belly. This statue has four arms, which is common in depictions of Ganesha. He holds his own broken tusk in his lower-right hand and holds a delicacy, which he samples with his trunk, in his lower-left hand. The motif of Ganesha turning his trunk sharply to his left to taste a sweet in his lower-left hand is a particularly archaic feature. A more primitive statue in one of the Ellora Caves with this general form has been dated to the 7th century. Details of the other hands are difficult to make out on the statue shown. In the standard configuration, Ganesha typically holds an axe or a goad in one upper arm and a pasha (noose) in the other upper arm. In rare instances, he may be depicted with a human head.[note 1] The influence of this old constellation of iconographic elements can still be seen in contemporary representations of Ganesha. In one modern form, the only variation from these old elements is that the lower-right hand does not hold the broken tusk but is turned towards the viewer in a gesture of protection or fearlessness (Abhaya mudra). The same combination of four arms and attributes occurs in statues of Ganesha dancing, which is a very popular theme. Ganesha has been represented with the head of an elephant since the early stages of his appearance in Indian art. Puranic myths provide many explanations for how he got his elephant head. One of his popular forms, Heramba-Ganapati, has five elephant heads, and other less-common variations in the number of heads are known. While some texts say that Ganesha was born with an elephant head, he acquires the head later in most stories. The most recurrent motif in these stories is that Ganesha was created by Parvati using clay to protect her and Shiva beheaded him when Ganesha came between Shiva and Parvati. Shiva then replaced Ganesha's original head with that of an elephant. Details of the battle and where the replacement head came from vary from source to source. Another story says that Ganesha was created directly by Shiva's laughter. Because Shiva considered Ganesha too alluring, he gave him the head of an elephant and a protruding belly. Ganesha's earliest name was Ekadanta (One Tusked), referring to his single whole tusk, the other being broken. Some of the earliest images of Ganesha show him holding his broken tusk. The importance of this distinctive feature is reflected in the Mudgala Purana, which states that the name of Ganesha's second incarnation is Ekadanta. Ganesha's protruding belly appears as a distinctive attribute in his earliest statuary, which dates to the Gupta period (4th to 6th centuries). This feature is so important that according to the Mudgala Purana, two different incarnations of Ganesha use names based on it: Lambodara (Pot Belly, or, literally, Hanging Belly) and Mahodara (Great Belly). Both names are Sanskrit compounds describing his belly (IAST: udara). The Brahmanda Purana says that Ganesha has the name Lambodara because all the universes (i.e., cosmic eggs; IAST: brahmāṇḍas) of the past, present, and future are present in him. The number of Ganesha's arms varies; his best-known forms have between two and sixteen arms. Many depictions of Ganesha feature four arms, which is mentioned in Puranic sources and codified as a standard form in some iconographic texts. His earliest images had two arms. Forms with 14 and 20 arms appeared in Central India during the 9th and the 10th centuries. The serpent is a common feature in Ganesha iconography and appears in many forms. According to the Ganesha Purana, Ganesha wrapped the serpent Vasuki around his neck. Other depictions of snakes include use as a sacred thread (IAST: yajñyopavīta) wrapped around the stomach as a belt, held in a hand, coiled at the ankles, or as a throne. Upon Ganesha's forehead may be a third eye or the sectarian mark (IAST: tilaka), which consists of three horizontal lines. The Ganesha Purana prescribes a tilaka mark as well as a crescent moon on the forehead. A distinct form of Ganesha called Bhalachandra (IAST: bhālacandra; "Moon on the Forehead") includes that iconographic element. Ganesha is often described as red in colour. Specific colours are associated with certain forms. Many examples of color associations with specific meditation forms are prescribed in the Sritattvanidhi, a treatise on Hindu iconography. For example, white is associated with his representations as Heramba-Ganapati and Rina-Mochana-Ganapati (Ganapati Who Releases from Bondage). Ekadanta-Ganapati is visualised as blue during meditation in that form. The earliest Ganesha images are without a vahana (mount/vehicle). Of the eight incarnations of Ganesha described in the Mudgala Purana, Ganesha uses a mouse (shrew) in five of them, a lion in his incarnation as Vakratunda, a peacock in his incarnation as Vikata, and Shesha, the divine serpent, in his incarnation as Vighnaraja. Mohotkata uses a lion, Mayūreśvara uses a peacock, Dhumraketu uses a horse, and Gajanana uses a mouse, in the four incarnations of Ganesha listed in the Ganesha Purana. Jain depictions of Ganesha show his vahana variously as a mouse, elephant, tortoise, ram, or peacock. Ganesha is often shown riding on or attended by a mouse. Martin-Dubost says that the rat began to appear as the principal vehicle in sculptures of Ganesha in central and western India during the 7th century; the rat was always placed close to his feet. The mouse as a mount first appears in written sources in the Matsya Purana and later in the Brahmananda Purana and Ganesha Purana, where Ganesha uses it as his vehicle in his last incarnation. The Ganapati Atharvashirsa includes a meditation verse on Ganesha that describes the mouse appearing on his flag. The names Mūṣakavāhana (mouse-mount) and Ākhuketana (rat-banner) appear in the Ganesha Sahasranama. The mouse is interpreted in several ways. According to Grimes, "Many, if not most of those who interpret Gaṇapati's mouse, do so negatively; it symbolizes tamoguṇa as well as desire". Along these lines, Michael Wilcockson says it symbolises those who wish to overcome desires and be less selfish. Krishan notes that the rat is destructive and a menace to crops. The Sanskrit word mūṣaka (mouse) is derived from the root mūṣ (stealing, robbing). It was essential to subdue the rat as a destructive pest, a type of vighna (impediment) that needed to be overcome. According to this theory, showing Ganesha as master of the rat demonstrates his function as Vigneshvara (Lord of Obstacles) and gives evidence of his possible role as a folk grāma-devatā (village deity) who later rose to greater prominence. Martin-Dubost notes a view that the rat is a symbol suggesting that Ganesha, like the rat, penetrates even the most secret places. Features Ganesha is Vighneshvara (Vighnaraja, Marathi – Vighnaharta), the Lord of Obstacles, both of a material and spiritual order. He is popularly worshipped as a remover of obstacles, though traditionally he also places obstacles in the path of those who need to be checked. Hence, he is often worshipped by the people before they begin anything new. Paul Courtright says that Ganesha's dharma and his raison d'être is to create and remove obstacles. Krishan notes that some of Ganesha's names reflect shadings of multiple roles that have evolved over time. Dhavalikar ascribes the quick ascension of Ganesha in the Hindu pantheon, and the emergence of the Ganapatyas, to this shift in emphasis from vighnakartā (obstacle-creator) to vighnahartā (obstacle-averter). However, both functions continue to be vital to his character. Ganesha is considered to be the Lord of letters and learning. In Sanskrit, the word buddhi is an active noun that is variously translated as intelligence, wisdom, or intellect. The concept of buddhi is closely associated with the personality of Ganesha, especially in the Puranic period, when many stories stress his cleverness and love of intelligence. One of Ganesha's names in the Ganesha Purana and the Ganesha Sahasranama is Buddhipriya. This name also appears in a list of 21 names at the end of the Ganesha Sahasranama that Ganesha says are especially important. The word priya can mean "fond of", and in a marital context it can mean "lover" or "husband", so the name may mean either "Fond of Intelligence" or "Buddhi's Husband". Ganesha is identified with the Hindu mantra Om. The term oṃkārasvarūpa (Om is his form), when identified with Ganesha, refers to the notion that he personifies the primal sound. The Ganapati Atharvashirsa attests to this association. Chinmayananda translates the relevant passage as follows: (O Lord Ganapati!) You are (the Trimurti) Brahma, Vishnu, and Mahesa. You are Indra. You are fire [Agni] and air [Vāyu]. You are the sun [Sūrya] and the moon [Chandrama]. You are Brahman. You are (the three worlds) Bhuloka [earth], Antariksha-loka [space], and Swargaloka [heaven]. You are Om. (That is to say, You are all this). Some devotees see similarities between the shape of Ganesha's body in iconography and the shape of Om in the Devanāgarī and Tamil scripts. According to Kundalini yoga, Ganesha resides in the first chakra, called Muladhara (mūlādhāra). Mula means "original, main"; adhara means "base, foundation". The muladhara chakra is the principle on which the manifestation or outward expansion of primordial Divine Force rests. This association is also attested to in the Ganapati Atharvashirsa. Courtright translates this passage as follows: "You continually dwell in the sacral plexus at the base of the spine [mūlādhāra cakra]." Thus, Ganesha has a permanent abode in every being at the Muladhara. Ganesha holds, supports and guides all other chakras, thereby "governing the forces that propel the wheel of life". Family and consorts Though Ganesha is popularly held to be the son of Shiva and Parvati, the Puranic texts give different versions about his birth. In some he was created by Parvati, or by Shiva or created by Shiva and Parvati, in another he appeared mysteriously and was discovered by Shiva and Parvati or he was born from the elephant headed goddess Malini after she drank Parvati's bath water that had been thrown in the river. The family includes his brother, the god of war, Kartikeya, who is also called Skanda and Murugan. Regional differences dictate the order of their births. In northern India, Skanda is generally said to be the elder, while in the south, Ganesha is considered the firstborn. In northern India, Skanda was an important martial deity from about 500 BCE to about 600 CE, after which worship of him declined significantly. As Skanda fell, Ganesha rose. Several stories tell of sibling rivalry between the brothers and may reflect sectarian tensions. Ganesha's marital status, the subject of considerable scholarly review, varies widely in mythological stories. One pattern of myths identifies Ganesha as an unmarried brahmachari. This view is common in southern India and parts of northern India. Another popularly-accepted mainstream pattern associates him with the concepts of Buddhi (intellect), Siddhi (spiritual power), and Riddhi (prosperity); these qualities are personified as goddesses, said to be Ganesha's wives. He also may be shown with a single consort or a nameless servant (Sanskrit: daşi). Another pattern connects Ganesha with the goddess of culture and the arts, Sarasvati or Śarda (particularly in Maharashtra). He is also associated with the goddess of luck and prosperity, Lakshmi. Another pattern, mainly prevalent in the Bengal region, links Ganesha with the banana tree, Kala Bo. The Shiva Purana says that Ganesha had begotten two sons: Kşema (safety) and Lābha (profit). In northern Indian variants of this story, the sons are often said to be Śubha (auspiciousness) and Lābha. The 1975 Hindi film Jai Santoshi Maa shows Ganesha married to Riddhi and Siddhi and having a daughter named Santoshi Ma, the goddess of satisfaction. This story has no Puranic basis, but Anita Raina Thapan and Lawrence Cohen cite Santoshi Ma's cult as evidence of Ganesha's continuing evolution as a popular deity. Worship and festivals Ganesha is worshipped on many religious and secular occasions; especially at the beginning of ventures such as buying a vehicle or starting a business. K.N Soumyaji says, "there can hardly be a [Hindu] home [in India] which does not house an idol of Ganapati. ... Ganapati, being the most popular deity in India, is worshipped by almost all castes and in all parts of the country". Devotees believe that if Ganesha is propitiated, he grants success, prosperity and protection against adversity. Ganesha is a non-sectarian deity. Hindus of all denominations invoke him at the beginning of prayers, important undertakings, and religious ceremonies. Dancers and musicians, particularly in southern India, begin art performances such as the Bharatanatyam dance with a prayer to Ganesha. Mantras such as Om Shri Gaṇeshāya Namah (Om, salutation to the Illustrious Ganesha) are often used. One of the most famous mantras associated with Ganesha is Om Gaṃ Ganapataye Namah (Om, Gaṃ, Salutation to the Lord of Hosts). Devotees offer Ganesha sweets such as modaka and small sweet balls called laddus. He is often shown carrying a bowl of sweets, called a modakapātra. Because of his identification with the color red, he is often worshipped with red sandalwood paste (raktachandana) or red flowers. Dūrvā grass (Cynodon dactylon) and other materials are also used in his worship. Festivals associated with Ganesh are Ganesha Chaturthi or Vināyaka chaturthī in the śuklapakṣa (the fourth day of the waxing moon) in the month of Bhadrapada (August/September) and the Ganesh Jayanti (Ganesha's birthday) celebrated on the cathurthī of the śuklapakṣa (fourth day of the waxing moon) in the month of magha (January/February)." An annual festival honours Ganesha for ten days, starting on Ganesh Chaturthi, which typically falls in late August or early September. The festival begins with people bringing in clay idols of Ganesha, symbolising the god's visit. The festival culminates on the day of Ananta Chaturdashi, when the idols (murtis) are immersed in the most convenient body of water. Some families have a tradition of immersion on the 2nd, 3rd, 5th, or 7th day. In 1893, Lokmanya Tilak transformed this annual Ganesha festival from private family celebrations into a grand public event. He did so "to bridge the gap between the Brahmins and the non-Brahmins and find an appropriate context in which to build a new grassroots unity between them" in his nationalistic strivings against the British in Maharashtra. Because of Ganesha's wide appeal as "the god for Everyman", Tilak chose him as a rallying point for Indian protest against British rule. Tilak was the first to install large public images of Ganesha in pavilions, and he established the practice of submerging all the public images on the tenth day. Today, Hindus across India celebrate the Ganapati festival with great fervour, though it is most popular in the state of Maharashtra. The festival also assumes huge proportions in Mumbai, Pune, and in the surrounding belt of Ashtavinayaka temples. In Hindu temples, Ganesha is depicted in various ways: as a subordinate deity (pãrśva-devatã); as a deity related to the principal deity (parivāra-devatã); or as the principal deity of the temple (pradhāna). As the god of transitions, he is placed at the doorway of many Hindu temples to keep out the unworthy, which is analogous to his role as Parvati's doorkeeper. In addition, several shrines are dedicated to Ganesha himself, of which the Ashtavinayak (Sanskrit: अष्टविनायक; aṣṭavināyaka; lit. "eight Ganesha (shrines)") in Maharashtra are particularly well known. Located within a 100-kilometer radius of the city of Pune, each of the eight shrines celebrates a particular form of Ganapati, complete with its own lore. The eight shrines are: Morgaon, Siddhatek, Pali, Mahad, Theur, Lenyadri, Ozar and Ranjangaon. There are many other important Ganesha temples at the following locations: Siddhivinayak temple in Mumbai, Ganpatipule temple at Ganpatipule, Binkhambi Ganesh mandir in Kolhapur, Jai Vinayak temple in Jaigad, Ratnagiri, Wai in Maharashtra; Ujjain in Madhya Pradesh; Jodhpur, Nagaur and Raipur (Pali) in Rajasthan; Baidyanath in Bihar; Baroda, Dholaka, and Valsad in Gujarat and Dhundiraj Temple in Varanasi, Uttar Pradesh. Prominent Ganesha temples in southern India include the following: Kanipakam in Andhra Pradesh; the Rockfort Ucchi Pillayar Temple at Tiruchirapalli, Puliakulam Munthi Vinayagar Temple at Coimbatore and Karpaga Vinayagar Temple in Pillaiyarpatti which is a town named after Ganesha in Tamil Nadu; Kottarakkara, Pazhavangadi, Kasargod in Kerala; Hampi, and Idagunji in Karnataka; and Bhadrachalam in Telangana. T. A. Gopinatha notes, "Every village however small has its own image of Vighneśvara (Vigneshvara) with or without a temple to house it in. At entrances of villages and forts, below pīpaḹa (Sacred fig) trees ... in a niche ... in temples of Viṣṇu (Vishnu) as well as Śiva (Shiva) and also in separate shrines specially constructed in Śiva temples ... the figure of Vighneśvara is invariably seen." Ganesha temples have also been built outside of India, including Southeast Asia, Nepal (including the four Vinayaka shrines in the Kathmandu Valley), and in several western countries. Rise to prominence Some scholars have proposed an elephant–headed anthropomorphic figure on Indo-Greek coins from the 1st century BCE to be an early representation of Ganesha, but this has been strongly contested. Others have suggested Ganesha may have been an emerging deity in India and southeast Asia around the 2nd century CE based on the evidence from archaeological excavations in Mathura and outside India. The first terracotta images of Ganesha are from 1st century CE and were found in Ter, Pal, Verrapuram, and Chandraketugarh. These figures are small, with an elephant head, two arms, and endomorphic physique. The earliest Ganesha icons in stone were carved in Mathura during Kushan times (2nd–3rd centuries CE). Ganesha appeared in his classic form as a clearly-recognizable deity with well-defined iconographic attributes in the early 4th to 5th centuries CE. Some of the earliest known Ganesha images include two images found in eastern Afghanistan. The first image was discovered in the ruins north of Kabul, along with those of Surya and Shiva and is dated to the 4th century. The second image found in Gardez, known as the Gardez Ganesha, has an inscription on the pedestal that has helped date it to the 5th century. Another Ganesha sculpture is embedded in the walls of Cave 6 of the Udayagiri Caves in Madhya Pradesh. This is dated to the 5th century. An early iconic image of Ganesha with elephant head, a bowl of sweets and a goddess sitting in his lap has been found in the ruins of the Bhumara Temple in Madhya Pradesh, and this is dated to the 5th-century Gupta period. Other recent discoveries, such as one from Ramgarh Hill, are also dated to the 4th or 5th century. An independent cult with Ganesha as the primary deity was well established by about the 10th century. Narain summarises the lack of evidence about Ganesha's history before the 5th century as follows: What is inscrutable is the somewhat dramatic appearance of Gaṇeśa on the historical scene. His antecedents are not clear. His wide acceptance and popularity, which transcend sectarian and territorial limits, are indeed amazing. On the one hand, there is the pious belief of the orthodox devotees in Gaṇeśa's Vedic origins and in the Purāṇic explanations contained in the confusing, but nonetheless interesting, mythology. On the other hand, there are doubts about the existence of the idea and the icon of this deity" before the fourth to fifth century A.D. ... [I]n my opinion, indeed there is no convincing evidence [in ancient Brahmanic literature] of the existence of this divinity prior to the fifth century. The evidence for an even more ancient Ganesha, suggests Narain, may reside outside Brahmanic or Sanskritic traditions, or outside geocultural boundaries of India. Ganesha appears in China by the 6th century and his artistic images in temple settings as the remover of obstacles in South Asia appear by about 400 CE. He is, states Bailey, recognised as goddess Parvati's son and integrated into Shaivism theology by early centuries of the common era. Courtright reviews various speculative theories about the early history of Ganesha, including supposed tribal traditions and animal cults, and dismisses all of them in this way: In this search for a historical origin for Gaṇeśa, some have suggested precise locations outside the Brāhmaṇic tradition.... These historical locations are intriguing to be sure, but the fact remains that they are all speculations, variations on the Dravidian hypothesis, which argues that anything not attested to in the Vedic and Indo-European sources must have come into Brāhmaṇic religion from the Dravidian or aboriginal populations of India as part of the process that produced Hinduism out of the interactions of the Aryan and non-Aryan populations. There is no independent evidence for an elephant cult or a totem; nor is there any archaeological data pointing to a tradition prior to what we can already see in place in the Purāṇic literature and the iconography of Gaṇeśa. Thapan's book on the development of Ganesha devotes a chapter to speculations about the role elephants had in early India but concludes that "although by the second century CE the elephant-headed yakṣa form exists it cannot be presumed to represent Gaṇapati-Vināyaka. There is no evidence of a deity by this name having an elephant or elephant-headed form at this early stage. Gaṇapati-Vināyaka had yet to make his debut." The Pashupati seal (c. 2300 BCE - 2000 BCE) depicts 4 animals including an elephant around a deity who is claimed by some to be Shiva. Brown notes that this seal indicates the sacredness of elephants before Vedic period. One theory of the origin of Ganesha is that he gradually came to prominence in connection with the four Vinayakas (Vināyakas). In the Yajurveda, the Vināyakas were a group of four troublesome demons who created obstacles and difficulties but who were easily propitiated. The name Vināyaka is a common name for Ganesha both in the Purāṇas and in Buddhist Tantras. Krishan is one of the academics who accept this view, stating flatly of Ganesha, "He is a non-Vedic god. His origin is to be traced to the four Vināyakas, evil spirits, of the Mānavagŗhyasūtra (7th–4th century BCE) who cause various types of evil and suffering". Depictions of elephant-headed human figures, which some identify with Ganesha, appear in Indian art and coinage as early as the 2nd century. According to Ellawala, the elephant-headed Ganesha as lord of the Ganas was known to the people of Sri Lanka in the early pre-Christian era. The title "Leader of the group" (Sanskrit: gaṇapati) occurs twice in the Rig Veda, but in neither case does it refer to the modern Ganesha. The term appears in RV 2.23.1 as a title for Brahmanaspati, according to commentators. While this verse doubtless refers to Brahmanaspati, it was later adopted for worship of Ganesha and is still used today. In rejecting any claim that this passage is evidence of Ganesha in the Rig Veda, Ludo Rocher says that it "clearly refers to Bṛhaspati—who is the deity of the hymn—and Bṛhaspati only". Equally clearly, the second passage (RV 10.112.9) refers to Indra, who is given the epithet 'gaṇapati', translated "Lord of the companies (of the Maruts)." However, Rocher notes that the more recent Ganapatya literature often quotes the Rigvedic verses to give Vedic respectability to Ganesha. The Sangam period Tamil poet Avvaiyar (3rd century BCE), invokes Ganesha while preparing the invitation to the three Tamil Kingdoms for giving away in marriage of Angavay and Sangavay of Ceylon in marriage to the King of Tirucovalur (pp. 57–59). Two verses in texts belonging to Black Yajurveda, Maitrāyaṇīya Saṃhitā (2.9.1) and Taittirīya Āraṇyaka (10.1), appeal to a deity as "the tusked one" (Dantiḥ), "elephant-faced" (Hastimukha), and "with a curved trunk" (Vakratuṇḍa). These names are suggestive of Ganesha, and the 14th-century commentator Sayana explicitly establishes this identification. The description of Dantin, possessing a twisted trunk (vakratuṇḍa) and holding a corn-sheaf, a sugar cane, and a club, is so characteristic of the Puranic Ganapati that Heras says "we cannot resist to accept his full identification with this Vedic Dantin". However, Krishan considers these hymns to be post-Vedic additions. Thapan reports that these passages are "generally considered to have been interpolated". Dhavalikar says, "the references to the elephant-headed deity in the Maitrāyaṇī Saṃhitā have been proven to be very late interpolations, and thus are not very helpful for determining the early formation of the deity". Ganesha does not appear in the Indian epic literature that is dated to the Vedic period. A late interpolation to the epic poem Mahabharata (1.1.75–79[a]) says that the sage Vyasa (Vyāsa) asked Ganesha to serve as his scribe to transcribe the poem as he dictated it to him. Ganesha agreed but only on the condition that Vyasa recites the poem uninterrupted, that is, without pausing. The sage agreed but found that to get any rest he needed to recite very complex passages so Ganesha would have to ask for clarifications. The story is not accepted as part of the original text by the editors of the critical edition of the Mahabharata, in which the twenty-line story is relegated to a footnote in an appendix. The story of Ganesha acting as the scribe occurs in 37 of the 59 manuscripts consulted during the preparation of the critical edition. Ganesha's association with mental agility and learning is one reason he is shown as scribe for Vyāsa's dictation of the Mahabharata in this interpolation. Richard L. Brown dates the story to the 8th century, and Moriz Winternitz concludes that it was known as early as c. 900, but it was not added to the Mahabharata some 150 years later. Winternitz also notes that a distinctive feature in South Indian manuscripts of the Mahabharata is their omission of this Ganesha legend. The term vināyaka is found in some recensions of the Śāntiparva and Anuśāsanaparva that are regarded as interpolations. A reference to Vighnakartṛīṇām ("Creator of Obstacles") in Vanaparva is also believed to be an interpolation and does not appear in the critical edition. Stories about Ganesha often occur in the Puranic corpus. Brown notes while the Puranas "defy precise chronological ordering", the more detailed narratives of Ganesha's life are in the late texts, c. 600–1300. Yuvraj Krishan says that the Puranic myths about the birth of Ganesha and how he acquired an elephant's head are in the later Puranas, which were composed of c. 600 onwards. He elaborates on the matter to say that references to Ganesha in the earlier Puranas, such as the Vayu and Brahmanda Puranas, are later interpolations made during the 7th-10th centuries. In his survey of Ganesha's rise to prominence in Sanskrit literature, Ludo Rocher notes that: Above all, one cannot help being struck by the fact that the numerous stories surrounding Gaṇeśa concentrate on an unexpectedly limited number of incidents. These incidents are mainly three: his birth and parenthood, his elephant head, and his single tusk. Other incidents are touched on in the texts, but to a far lesser extent. Ganesha's rise to prominence was codified in the 9th century when he was formally included as one of the five primary deities of Smartism. Adi Shankara popularised the "worship of the five forms" (Panchayatana puja) system among orthodox Brahmins of the Smarta tradition. This worship practice invokes the five deities Ganesha, Vishnu, Shiva, Devi, and Surya. Adi Shankara instituted the tradition primarily to unite the principal deities of these five major sects on an equal status. This formalised the role of Ganesha as a complementary deity. In the Ganapatya tradition founded in the Ganesha Purana and the Mudgala Purana, Ganesha is worshipped as one of the five principle deities along with Siva, Vishnu, the Sun, Ganesha, and the Goddess. The date of composition for the Ganesha Purana and the Mudgala Purana—and their dating relative to one another—has sparked academic debate. Both works were developed over time and contain age-layered strata. Anita Thapan reviews comment about dating and provide her own judgment. "It seems likely that the core of the Ganesha Purana appeared around the twelfth and thirteenth centuries", she says, "but was later interpolated." Lawrence W. Preston considers the most reasonable date for the Ganesha Purana to be between 1100 and 1400, which coincides with the apparent age of the sacred sites mentioned by the text. R.C. Hazra suggests that the Mudgala Purana is older than the Ganesha Purana, which he dates between 1100 and 1400. However, Phyllis Granoff finds problems with this relative dating and concludes that the Mudgala Purana was the last of the philosophical texts concerned with Ganesha. She bases her reasoning on the fact that, among other internal evidence, the Mudgala Purana specifically mentions the Ganesha Purana as one of the four Puranas (the Brahma, the Brahmanda, the Ganesha, and the Mudgala Puranas) which deal at length with Ganesha. While the kernel of the text must be old, it was interpolated until the 17th and 18th centuries as the worship of Ganapati became more important in certain regions. Another highly regarded scripture in the Ganapatya tradition, the Sanskrit Ganapati Atharvashirsa, was probably composed during the 16th or 17th century. The Ganesha Sahasranama is part of the Puranic literature, and is a litany of a thousand names and attributes of Ganesha. Each name in the sahasranama conveys a different meaning and symbolises a different aspect of Ganesha. Versions of the Ganesha Sahasranama are found in the Ganesha Purana. Beyond India and Hinduism Commercial and cultural contacts extended India's influence in Western and Southeast Asia. Ganesha is one of a number of Hindu deities who consequently reached foreign lands. Ganesha was particularly worshipped by traders and merchants, who went out of India for commercial ventures. From approximately the 10th century onwards, new networks of exchange developed including the formation of trade guilds and a resurgence of money circulation. During this time, Ganesha became the principal deity associated with traders. The earliest inscription invoking Ganesha before any other deity is associated with the merchant community. Hindus migrated to Maritime Southeast Asia and took their culture, including Ganesha, with them. Statues of Ganesha are found throughout the region, often beside Shiva sanctuaries. The forms of Ganesha found in the Hindu art of the Philippines, Java, Bali, and Borneo show specific regional influences. The spread of Hindu culture throughout Southeast Asia established Ganesha worship in modified forms in Burma, Cambodia, and Thailand. In Indochina, Hinduism and Buddhism were practised side by side, and mutual influences can be seen in the iconography of Ganesha in the region. In Thailand, Cambodia, and among the Hindu classes of the Chams in Vietnam, Ganesha was mainly thought of as a remover of obstacles. Amongst Indonesians who predominantly profess the Islamic faith, Ganesha is not worshipped, but seen as a symbol of knowledge, wisdom and education. Many Indonesian public universities feature Ganesha's likeness in their grounds or logo. Blitar, Salatiga City, and Kediri Regency are among three local governments that include Ganesha in their regency/city official seals. Indonesia is the only country to have featured Ganesha on its banknotes (20 thousand denomination, between 1998 and 2008), although it is no longer in circulation. Before the arrival of Islam, Afghanistan had close cultural ties with India, and the adoration of both Hindu and Buddhist deities was practised. Examples of sculptures from the 5th to the 7th centuries have survived, suggesting that the worship of Ganesha was then in vogue in the region. Ganesha appears in Mahayana Buddhism, not only in the form of the Buddhist god Vināyaka, but also as a Hindu demon form with the same name. His image appears in Buddhist sculptures during the late Gupta period. As the Buddhist god Vināyaka, he is often shown dancing. This form, called Nṛtta Ganapati, was popular in northern India, later adopted in Nepal, and then in Tibet. In Nepal, the Hindu form of Ganesha, known as Heramba, is popular; he has five heads and rides a lion. Ganapati (also known as Vinayaka in Buddhism) was adopted as a deity into Indian Vajrayana Buddhism and Ganapati (Tibetan: tshogs bdag) remains a deity in the Tibetan Buddhist pantheon. There are thirty texts contained in the Tibetan Buddhist canon which deal with Ganesha. In these texts, which are Indian texts preserved in Tibetan translation, Ganapati is depicted as a wealth deity which can also grant worldly pleasures like sex and food. He is also depicted as a protector from negative forces, demons, and sickness. In these tantric Buddhist sources, Ganesha is generally presented as an emanation of the Bodhisattva Avalokitesvara. Ganesha also appears in China and Japan in forms that show distinct regional character. In northern China, the earliest known stone statue of Ganesha carries an inscription dated to 531. In Japan, where Ganesha is known as Kangiten, the Ganesha cult was first mentioned in 806. Derived from Mahāvināyaka, Ganesha is known as Mahāpeinne (မဟာပိန္နဲ) in Burmese. The worship of Mahāpeinne Nat in Myanmar started around the early Second Ava Period. Konbaung king Mindon Min recognized the Mahapeinne Nat (Ganesh) alongside Thurathati (Sarasvati), Sandi (Dewi), Paramithwa (Siva), and Beithano (Visnu) as Natkyi (နတ်ကြီး) or greater Nat. Today in Buddhist Thailand, Ganesha is also regarded as a remover of obstacles, and as the god of success. Thailand regards Ganesha mainly as the god of arts and academics. The belief was initiated by King Vajiravudh of the Chakri dynasty who was devoted to Ganesha personally. He even built a Ganesha shrine at his personal palace, Sanam Chandra Palace in Nakhon Pathom Province where he focused on his academic and literary works. His personal belief regarding Ganesha as the god of arts formally became prominent following the establishment of the Fine Arts Department. Today, Ganesha is depicted both in the seal of the Fine Arts Department, and Thailand's first prominent fine arts academy; the Silpakorn University. The canonical literature of Jainism does not mention the worship of Ganesha. However, Ganesha is worshipped by some Jains, for whom he appears to have taken over certain functions of the god of wealth, Kubera. Jain ties with the trading community support the idea that Jainism took up Ganesha worship as a result of commercial connections and influence of Hinduism. The earliest known Jain Ganesha statue dates to about the 9th century. A 15th-century Jain text lists procedures for the installation of its images. Images of Ganesha appear in some Jain temples of Rajasthan and Gujarat. Explanatory notes Citations General references 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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[SOURCE: https://en.wikipedia.org/wiki/Spyce_(software)] | [TOKENS: 311] |
Contents Spyce (software) Spyce is technology similar to PHP that can be used to embed Python code into webpages. Spyce is free software, distributed under a BSD-style licence, with some additional restrictions about documentation notices. Common Spyce embedding methods Since Python uses indentation to determine the beginning and end of a block, Spyce includes several ways to embed Python code. Shown below are the three most common ways. Spyce supports ASP/JSP-style delimiters (<% and %>) as well as double braces ([[ and ]]) or or or The techniques above can be freely mixed and embedded in any HTML document. Any legal Python code can be embedded and any Python module can be imported, which makes it especially suited for writing very robust applications (using exception handling and unit testing single modules individually). Features Some other features include custom tags (ala JSP), spyce lambdas and active handlers (reminiscent of ASP). Requirements Spyce brings Python's standard library and the programming language itself to the web. The minimum requirement is a working Python installation (it ships with a standalone web server written in Python that can be used during development), although it can be used in conjunction with several web servers such as Apache and IIS in a variety of ways. Configuration is done using Python modules that are imported by the web server during initialization, so all that is really required to get started with Spyce is basic knowledge of Python. See also References External links This programming-language-related article is a stub. You can help Wikipedia by adding missing information. |
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[SOURCE: https://techcrunch.com/video/why-top-talent-is-walking-away-from-openai-and-xai/] | [TOKENS: 715] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Why top talent is walking away from OpenAI and xAI Loading the player… AI companies have been hemorrhaging talent the past few weeks. Half of xAI’s founding team has left the company — some on their own, others through “restructuring” — while OpenAI is facing its own shakeups, from the disbanding of its mission alignment team to the firing of a policy exec who opposed its “adult mode” feature. Watch as TechCrunch’s Equity podcast hosts Kirsten Korosec, Anthony Ha, and Sean O’Kane dig into the week’s biggest deals and departures, from billion-dollar bets on fusion and robotics to the tech exodus reshaping AI companies. Subscribe to Equity on YouTube, Apple Podcasts, Overcast, Spotify and all the casts. You also can follow Equity on X and Threads, at @EquityPod. Topics Audio Producer Theresa Loconsolo is an audio producer at TechCrunch focusing on Equity, the network’s flagship podcast. Before joining TechCrunch in 2022, she was one of 2 producers at a four-station conglomerate where she wrote, recorded, voiced and edited content, and engineered live performances and interviews from guests like lovelytheband. Theresa is based in New Jersey and holds a bachelors degree in Communication from Monmouth University. You can contact or verify outreach from Theresa by emailing theresa.loconsolo@techcrunch.com. You can contact or verify outreach from Theresa by emailing theresa.loconsolo@techcrunch.com. You can contact or verify outreach from Theresa by emailing theresa.loconsolo@techcrunch.com. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) Subscribe for the industry’s biggest tech news Every weekday and Sunday, you can get the best of TechCrunch’s coverage. TechCrunch's AI experts cover the latest news in the fast-moving field. Every Monday, gets you up to speed on the latest advances in aerospace. Startups are the core of TechCrunch, so get our best coverage delivered weekly. By submitting your email, you agree to our Terms and Privacy Notice. Related © 2025 TechCrunch Media LLC. |
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-St-12] | [TOKENS: 8773] |
Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References 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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Contents Jeddah Jeddah[a] lies on the Red Sea coast in the Hijaz region of Saudi Arabia. It serves as a governorate, is the largest city in Mecca Province, and, after the capital, Riyadh, ranks as the country's second-largest city. Jeddah is the commercial center of the country. It is not known when Jeddah was founded, but Jeddah's prominence grew in 647 when the Caliph Uthman made it a travel hub serving Muslim travelers going to the holy city of Mecca for Islamic pilgrimage. Since those times, Jeddah has served as a gateway for millions of pilgrims who have arrived in Saudi Arabia. With a population of about 3,751,722 people as of 2022, Jeddah is the largest city in Hejaz, and the ninth-largest in the Middle East. It also serves as the administrative centre of the OIC. Jeddah Islamic Port, on the Red Sea, is the thirty-sixth largest seaport in the world and the second-largest and second-busiest seaport in the Middle East (after Dubai's Port of Jebel Ali). Jeddah is the principal gateway to Mecca Sharif, the holiest city in Islam, 65 kilometers (40 mi) to the east, while Medina, the second-holiest city, is 360 kilometers (220 mi) to the north. Economically, Jeddah is focusing on further developing capital investment in scientific and engineering leadership within Saudi Arabia, and the Middle East. Jeddah was ranked fourth in the Africa, MiddIe East, and 'stan countries region in the Innovation Cities Index in 2009. Jeddah is one of Saudi Arabia's primary resort cities and was named a Beta world city by the Globalization and World Cities Research Network (GaWC). Given the city's close proximity to the Red Sea, fishing and seafood dominate the food culture unlike other parts of the country. In Arabic, the city motto is "Jeddah Ghair", which translates to "Jeddah is different". Etymology and spelling There are at least two etymologies of Jeddah, according to Jeddah Ibn Al-Qudaa'iy, the chief of the Quda'a clan. The more common account has it that the name is derived from جدة Jaddah, the Arabic word for "grandmother". According to folk belief, the Tomb of Eve, who is considered the grandmother of humanity, is located in Jeddah. The Maghrebi traveler Ibn Battuta visited Jeddah during his world trip in around 1330. He wrote the name of the city into his diary as "Jiddah". The British Foreign and Commonwealth Office and other branches of the British government formerly used the older spelling of "Jedda", contrary to other English-speaking usages, but in 2007, it changed to the spelling "Jeddah". T. E. Lawrence felt that any transcription of Arabic names into English was arbitrary. In his book Revolt in the Desert, Jeddah is spelled in three different ways on the first page alone. On official Saudi maps and documents, the city name is transcribed "Jeddah", which is now the prevailing usage. History Traces of early activity in the area are testified by some Thamudic inscriptions that were excavated in Wadi Briman (وادي بريمان), east of the city, and Wadi Boweb (وادي بويب), northwest of the city. The oldest Mashrabiya found in Jeddah dates back to the pre-Islamic era. Some believe that Jeddah had been inhabited before Alexander the Great, who had a naval expedition to the Red Sea, by fishermen in the Red Sea, who considered it a center from which they sailed out into the sea as well as a place for relaxation and well-being. According to the Ministry of Hajj, Jeddah has been settled for more than 2500 years. Excavations in the old city have been interpreted to give the fact that Jeddah was founded as a fishing hamlet by the Yemeni Quda'a tribe (Arabic: بني قضاعة), who left to settle in Makkah after the collapse of Marib Dam in Yemen in 115 BC. Jeddah first achieved prominence around A.D. 647, when the third Muslim Caliph, Uthman Ibn Affan, turned it into a port making it the port of Makkah instead of Al Shoaib port, which was southwest of Makkah. The Umayyads inherited the entire Rashidun Caliphate including Hejaz and ruled from 661 to 750. In 702, Jeddah was briefly occupied by pirates from the Kingdom of Axum. However, Jeddah remained a key civilian harbor, serving fishermen and pilgrims travelling by sea for the Hajj. It is also believed that the Sharifdom of Makkah, an honorary Viceroy to the holy land, was first started in this period of the Islamic Caliphate. Jeddah has been established as the main city of the historic Hijaz province and a historic port for pilgrims arriving by sea to perform their Hajj pilgrimage in Mecca. In 750 in the Abbasid Revolution, the Abbasids successfully took control of almost the whole Umayyad Empire, excluding Morocco (Maghrib) and Spain (Al-Andalus). From 876, Jeddah and the surrounding area became the object of wars between the Abbasids and the Tulunids of Egypt, who at one point gained control of the emirates of Egypt, Syria, Jordan and Hejaz. The power struggle between the Tulunid Governors and the Abbasids over Hejaz lasted for nearly twenty-five years, until the Tulunids finally withdrew from Arabia in 900. In 930 AD, the main Hejazi cities of Medina, Mecca and Taif were heavily sacked by the Qarmatians. It is probable, though not historically confirmed, that Jeddah itself was attacked.[citation needed] Soon after, in early 935, the Ikhshidids, the new power in Egypt, took control of the Hejaz region. There are no historical records that detail the Ikhshidid rule of Hejaz. At this point in time, Jeddah was still unfortified and without walls.[citation needed] In 969 AD, the Fatimids from Algeria took control in Egypt from the Ikhshidid Governors of Abbasids and expanded their empire to the surrounding regions, including The Hijaz and Jeddah. The Fatimids developed an extensive trade network in both the Mediterranean and the Indian Ocean through the Red Sea. Their trade and diplomatic ties extended all the way to China and its Song dynasty, which eventually determined the economic course of Tihamah during the High Middle Ages. After Saladin's conquest of Jerusalem in 1171, he proclaimed himself sultan of Egypt, after dissolving the Fatimid Caliphate upon the death of al-Adid, thus establishing the Ayyubid dynasty. Ayyubid conquests in Hejaz included Jeddah, which joined the Ayyubid dynasty in 1177 during the leadership of Sharif Ibn Abul-Hashim Al-Thalab (1094–1201). During their relatively short-lived tenure, the Ayyubids ushered in an era of economic prosperity in the lands they ruled and the facilities and patronage provided by the Ayyubids led to a resurgence in intellectual activity in the Islamic world. This period was also marked by an Ayyubid process of vigorously strengthening Sunni dominance in the region by constructing numerous madrasas (Islamic schools) in their major cities. Jeddah attracted Muslim sailors and merchants from Sindh, Southeast Asia and East Africa, and other distant regions. In the year 1258, after the fall of Baghdad, the capital of the Abbasid Empire, to the Mongols, Hejaz became a part of the Mamluk Sultanate. The Portuguese explorer Vasco da Gama, having found his way around the Cape and obtaining pilots from the coast of Zanzibar in AD 1497, pushed his way across the Indian Ocean to the shores of Malabar and Calicut, attacked fleets that carried freight and Muslim pilgrims from India to the Red Sea, and struck terror into the surrounding potentates. The Princes of Gujarat and Yemen turned for help to Egypt. Sultan Al-Ashraf Qansuh al-Ghawri accordingly fitted out a fleet of 50 vessels under the Governor of Jeddah, Hussein the Kurd (aka. Mirocem). Jeddah was soon fortified with a wall, using forced labor, as a harbor of refuge from the Portuguese, allowing Arabia and the Red Sea to be protected. In 1517, the Ottoman Turks conquered the Mamluk Sultanate in Egypt and Syria, during the reign of Selim I. The Ottomans rebuilt the weak walls of Jeddah in 1525 following the defense of the city against the Lopo Soares de Albergaria's Armada at the Siege of Jeddah (1517). The new stone wall included six watchtowers and six city gates. They were constructed to defend against the Portuguese attack. Of the six gates, the Gate of Mecca was the eastern gate and the Gate of Al-Magharibah, facing the port, was the western gate. The Gate of Sharif faces south. The other gates were the Gate of Al-Bunt, Gate of Al-Sham (also called Gate of Al-Sharaf), and Gate of Medina, facing north. The Turks also built The Qishla of Jeddah, a small castle for the city's soldiers. In the 19th century, these seven gates were minimized into four giant gates with four towers. These giant gates were the Gate of Sham to the north, the Gate of Mecca to the east, the Gate of Sharif to the south, and the Gate of Al-Magharibah on the seaside. Jeddah became a direct Ottoman Eyalet, while the remaining Hejaz under Sharif Barakat II became a vassal state to the Ottoman Empire eight years after the Siege of Jeddah in 1517. The Portuguese attempted to attack the port again in 1541, but were repelled. Parts of the city wall still survive today in the old city. Even though the Portuguese were successfully repelled from the city, fleets in the Indian Ocean were at their mercy. This was evidenced by the Battle of Diu. The Portuguese soldiers' cemetery can still be found within the old city today and is referred to as the site of the Christian Graves. Ahmed Al-Jazzar, the Ottoman military man mainly known for his role in the Siege of Acre, spent the earlier part of his career at Jeddah. In Jeddah in 1750, he killed some seventy rioting nomads in retaliation for the killing of his commander, Abdullah Beg, earning him the nickname "Jezzar" (butcher). On 15 June 1858, rioting in the city, believed to have been instigated by a former police chief in reaction to British policy in the Red Sea, led to the massacre of 25 Christians, including the British and French consuls, members of their families, and wealthy Greek merchants. The British frigate HMS Cyclops, anchored at the port, bombarded the city for two days in retaliation. In 1802, Nejdi forces conquered both Mecca and Jeddah from the Ottomans. When Sharif Ghalib Efendi informed Sultan Mahmud II of this, the Sultan ordered his Egyptian viceroy Muhammad Ali Pasha to retake the city. Muhammad Ali successfully regained the city in the Battle of Jeddah in 1813. During World War I, Sharif Hussein bin Ali declared a revolt against the Ottoman Empire, seeking independence from the Ottoman Turks and the creation of a single unified Arab state spanning from Aleppo in Syria to Aden in Yemen. King Hussein declared the Kingdom of Hejaz. Later, Hussein was involved in a war with Ibn Saud, who was the Sultan of Nejd. Hussein abdicated following the fall of Mecca, in December 1924, and his son Ali bin Hussein became the new king. A few months later, Ibn Saud, whose clan originated in the central Nejd province, conquered Medina and Jeddah via an agreement with Jeddans following the Second Battle of Jeddah. He deposed Ali bin Hussein, who fled to Baghdad, eventually settling in Amman, Jordan, where his descendants became part of its Hashemite royalty. As a result, Jeddah came under the sway of the Al-Saud dynasty in December 1925. In 1926, Ibn Saud added the title King of Hejaz to his position of Sultan of Nejd. Today, Jeddah has lost its historical role in peninsular politics after it fell within the new province of Makkah, whose provincial capital is the city of Mecca. From 1928 to 1932, the new Khuzam Palace was built as the new residence of King Abdul Aziz in Jeddah. The palace lies south of the old walled city and was constructed under the supervision of the engineer Mohammed bin Awad bin Laden. After 1963, the palace was used as a royal guesthouse; since 1995, it has housed the Regional Museum of Archaeology and Ethnography. The remaining walls and gates of the old city were demolished in 1947. In 1939, a military airstrip was built in Jeddah, serving as the first airport in Jeddah. It was upgraded into the headquarters of the RSAF by the 1950s. On 14 October 1952, Jeddah Airport was officially inaugurated and opened under the patronage of His Royal Highness Prince Saud Bin Abdulaziz. A fire in 1982 destroyed some ancient buildings in the old town center, called Al-Balad, but much is still preserved. A house-by-house survey of the old districts was made in 1979, showing that some 1000 traditional buildings still existed, though the number of structures with great historic value was far less. In 1990, a Jeddah Historical Area Preservation Department was founded. The modern city has expanded wildly beyond its old boundaries. The built-up area expanded mainly to the north along the Red Sea coastline, reaching the new airport during the 1990s and since edging its way around it toward the Obhur Creek, some 27 km (17 mi) from the old city center. In October 2021, Saudi authorities, led by Mohammad bin Salman, initiated a large-scale demolition and eviction plan in neighborhoods in the southern part of Jeddah to make way for the Jeddah Central Project, a revitalization project under Saudi Vision 2030. The demolitions affected 558,000 people in more than 60 neighborhoods. Amnesty International confirmed through official documents that some of the residents were notified about evictions only 24 hours before, while others were between 1–6 weeks. In some cases "evacuate" was written on the buildings, while the state media and billboards informed others about the demolitions to others. Saudi state media claimed the majority of affected neighborhoods were "rife with diseases, crime, drugs and theft" and home to predominantly undocumented immigrants. In January 2022, Saudi authorities announced a compensation scheme that accounted for 47% of those evicted. Geography Jeddah is located in Saudi Arabia's Red Sea coastal plain (called Tihamah). Jeddah lies in the Hijazi Tihama (تهامة الحجاز) region which is in the lower Hijaz mountains. Historically, politically and culturally, Jeddah was a major city of Hejaz Vilayet, the Kingdom of Hejaz and other regional political entities according to Hijazi history books. It is the 100th largest city in the world by land area. Jeddah features an arid climate (BWh) under Köppen climate classification, with a tropical temperature range. Unlike other Saudi Arabian cities, Jeddah retains its warm temperatures in winter, which can range from 15 °C (59 °F) at dawn to 28 °C (82 °F) in the afternoon. Summer temperatures are extremely hot, often breaking the 40 °C (104 °F) mark in the afternoon. Summers are also quite steamy, with dew points often exceeding 27 °C (80 °F), particularly in September. Rainfall in Jeddah is generally sparse, and usually occurs in small amounts in November and December. Heavy thunderstorms are common in winter. The thunderstorm of December 2008 was the largest in recent memory, with rain reaching around 80 mm (3 in). The lowest temperature ever recorded in Jeddah was 9.8 °C (49.6 °F) on 10 February 1993. The highest temperature ever recorded in Jeddah was 52.0 °C (125.6 °F) on 22 June 2010, which is the highest temperature to have ever been recorded in Saudi Arabia. Dust storms happen in summer and sometimes in winter, coming from the Arabian Peninsula's deserts or from North Africa. Occasionally, the dust storms accompany thunderstorms. Economy Jeddah has long been a port city. Even before being designated the port city for Mecca, Jeddah was a trading hub for the region. In the 19th century, goods such as mother-of-pearl, tortoise shells, frankincense, and spices were routinely exported from the city. Apart from this, many imports into the city were destined for further transit to the Suez, Africa, or Europe. Many goods passing through Jeddah could not be normally found in the city or even in Arabia. All of the capitals of the Middle East and North Africa are within two hours flying distance of Jeddah, making it the second commercial center of the Middle East after Dubai. Also, Jeddah's industrial district is the fourth largest in Saudi Arabia after Riyadh, Jubail and Yanbu. King Abdullah Street is one of the most important streets in Jeddah and runs from King Fahd Road by the waterfront in the west of Jeddah to the eastern end of the city. It is famous for hosting numerous corporate offices and commercial developments. It will be near the HSR Entrance in Jeddah central train station which connects Jeddah with Makkah, Al-Madinah, and King Abdullah Economic City (KAEC). It also has the second tallest flagpole in the world at a height of 170 m (558 ft). This road faced a catastrophe in 2011 when it was submerged in rainwater. Tahliyah Street (EXT. Prince Mohamed Bin Abdulaziz St) is an important fashion and shopping street in central Jeddah. It contains many upscale department and high fashion brands stores as well as boutiques. It has been renamed "Prince Mohammad bin Abdul Aziz Road" by the government, but this official name is not widely used. It also has many fine dining options. Madinah Road is a historically significant street in Jeddah. It links the Southern districts with the North and contains the main offices of several companies and showrooms. The northern end of the road links to the King Abdul Aziz Int'l Airport, which is a contributing factor to heavy traffic on this road at most times during the day.[citation needed] Culture Most citizens are Sunni Muslims. The government, courts, and civil and criminal laws enforce a moral code established by Shari'ah. A very small minority of Saudi citizens are Shia Muslims, and there is also a large foreign workforce, mainly from countries like the Philippines and Pakistan.[citation needed] The city has over 1,300 mosques. The law does not allow other religions' buildings, books, icons, and expressions of faith. However, private religious observance not involving Muslims nor offending public order and morality is tolerated.[citation needed] Since the 7th century, Jeddah has hosted millions of Muslim pilgrims from all over the world on their way to the Hajj. This merge with pilgrims has a major impact on the society, religion, and economy of Jeddah. Jeddah's multi-ethnic citizenry has influenced Jeddah's traditional cuisine. Some dishes are native to the Hejaz, like Saleeg. Mabshūr (مَبْشُور) is a white-rice dish, cooked in broth, often made with chicken instead of lamb meat. Jeddah cuisine is popular as well, with dishes like Foul, Shorabah Hareira (Hareira soup), Mugalgal, Madhbi (chicken grilled on stone), Madfun (literally meaning "buried"), Magloobah, Kibdah, Manzalah (usually eaten at Eid ul-Fitr), Magliya (a local version of falafel) and Saiyadyia able to be acquired in many traditional restaurants around the city.[citation needed] Some dishes popular in the city were imported from other Saudi regions, like Kabsa from Najd and Arīka (عَريكة) and Ma'sūb (مَعْصُوب) from the southern Saudi region. Other dishes were imported from other cultures through Saudis of different origins, like Mantu, Yaghmush (يَغْمُش) and Ruz Bukhāri (رُز بُخاري) from Central Asia, Burēk, Šurēk, and Kabab Almīru (كباب الميرو) from Turkey and the Balkans, Mandi from Yemen, Mutabbag (مُطَبَّق) from Yemen-Malaysia, Biryāni and Kābli (كابلي) rice dishes from South Asia. The most popular local fast-food chain, begun in 1974, is Al Baik, with branches in Jeddah and the neighboring cities of Makkah, Madinah and Yanbu. Their main dish is broasted (broiled and roasted) chicken, commonly known by Jeddawis as "Broast", and a variety of seafood. The popular fast food chain recently started opening branches internationally including Bahrain, and Dubai in the UAE. During the oil boom in the late 1970s and 1980s, there was a focused civic effort led by Mohamed Said Farsi, who was then the city's mayor, to bring art to Jeddah's public areas. As a result, Jeddah contains a large number of modern open-air sculptures and works of art, typically situated in roundabouts. Sculptures include works by Jean/Hans Arp, César Baldaccini, Alexander Calder, Henry Moore, Joan Miró, Hubert Minnebo and Victor Vasarely. They often depict traditional Saudi items such as coffee pots, incense burners, palm trees, etc. Islamic tradition prohibits the depiction of living creatures, especially the human form, and this has affected the art. Other statues include a giant geometry set, a giant bicycle, a huge block of concrete with several cars protruding from it at odd angles, and a monumental sculpture by Aref Rayess called "Swords of God (Soyuf Allah)". At the interchange between Al-Madinah Road, King Abdulaziz Road, and Prince Abullah Al-Faisal Road, there are large sculptures of camels that are the center of a roundabout. The roundabout is commonly known as 'The Camel Roundabout'. There are about a dozen museums or collections in Jeddah, with varied educational aims and professionalism. These include the Jeddah Regional Museum of Archaeology and Ethnography run by the Deputy Ministry of Antiquities and Museums, the Jeddah Municipal Museum, the Nasseef House, the Humane Heritage Museum, the private Abdul Rauf Hasan Khalil Museum and the private Arts Heritage Museum. Jeddah was selected as the place for the annual Red Sea International Film Festival that was held in 2020. Jeddah hosts an annual international book fair called Jeddah International Book Fair. It is the second largest book fair in Saudi Arabia, and it was first held in 2015. The book fair is held annually in early December. Jeddah Season is a part of the Saudi government's Saudi Seasons initiative that aims at launching high-level tourism activities in Saudi Arabia. The first version of the season was held in June–July 2019. Around 150 activities and events were organized in five destinations in Jeddah. Saudi Seasons 2019 aimed at shedding light on the diverse Saudi culture and heritage. Jeddah was chosen because it is one of the most culturally-rich Saudi cities, with a history that spans over 3,000 years. Most of Jeddah Season's events and activities were held at King Abdullah Sports City, Jeddah's historical area, Al-Hamra Corniche, and the Jeddah Waterfront. Jeddah Season aims to make Jeddah the most preferred tourist destination in the world and the best season of all the Saudi Seasons. Jeddah is served by four major Arabic-language newspapers, Asharq Al-Awsat, Al Madina, Okaz, and Al Bilad, as well as two major English-language newspapers, the Saudi Gazette and Arab News (which also covers other Middle Eastern events). Okaz and Al-Madina are the primary newspapers of Jeddah and some other Saudi cities, with over a million readers; their focus is mainly local. Internet blogs specifically informative of the locality are abundant in Jeddah, catering mostly to the widespread expatriate population. Of these are constituted websites that have garnered international acclaim for informativeness, such as Jeddah Blog, the recipient of the Bronze Expat Blog Award in 2012 and the Gold Award in 2013 and among Feedspot's Top 100 Middle East blogs. Other amateur websites relating to specific topics in the region exist as well. Jeddah represents the largest radio and television market in Saudi Arabia. Television stations serving the city area include Saudi TV1, Saudi TV2, Saudi TV Sports, Al Ekhbariya, the ART channels network and hundreds of cable, satellite, and other specialty television providers. The Jeddah TV Tower is a 250 m (820 ft) high television tower with an observation deck. The Jeddah region's distinctive speech pattern is called the Hejazi dialect. It is among the most recognizable of all accents in the Arabic language. Cityscape The Old City known as Al-Balad, with its traditional multistory buildings and merchant houses that often still belong to the families that inhabited them before the oil-era, has lost ground to more modern developments. Nonetheless, the Old City contributes to the cultural identity of Jeddah and the Hijaz more generally. Since it was granted UNESCO World Heritage status, in 2014, several traditional buildings have been restored and made open to the public. In 2019, the Saudi crown prince, Muhammad bin Salman, issued a royal decree ordering the Ministry of Culture to restore 50 historical buildings in Jeddah. Several historic mosques from different eras are located in al-Balad, as well as one of the oldest museums in the city, called Bayt Naseef (the House of Naseef), which displays local furniture and interior design from the past 150 years, approximately. The city has many popular resorts, including Durrat Al-Arus, Al-Nawras Mövenpick resort at the Red Sea Corniche, Crystal Resort, Radisson Blu, The Signature Al Murjan Beach Resort, Al Nakheel Village, Sands, and Sheraton Abhur. Many are renowned for their preserved Red Sea marine life and offshore coral reefs. One of the two consulates of the United States of America in Saudi Arabia is located in Jeddah, along with the consulates for 67 other countries such as Afghanistan, the United Kingdom, Indonesia, France, Germany, Greece, Turkey, Philippines, India, Pakistan, Bangladesh, Italy, Russia and Mainland China. Some of the other consulates present include countries of the Organization of Islamic Cooperation and the Arab League states. Historical Jeddah Historical Jeddah is situated on the eastern shore of the Red Sea. From the 7th century AD, it was established as a major port for Indian Ocean trade routes, channeling goods to Mecca. It was also the gateway for Muslim pilgrims to Mecca who arrived by sea. These twin roles saw the city develop into a thriving multicultural center, characterized by a distinctive architectural tradition, including tower houses built in the late 19th century by the city's mercantile elites, and combining Red Sea coastal coral building traditions with influences and crafts from along the trade routes. Within a defensive wall that was built during Ottoman rule, the old city of Jeddah, Al-Balad, was divided into districts, or Haras, where business and trade centered around traditional souks, or market places, and khans, covered markets that were generally connected to shops. Located in the northeast of Jeddah, this district was named after Abdulkarim Al-Barzangi, a Hijazi rebel who was crucified by the Ottomans. Some of its landmarks are: The oldest mosque in town, its minaret was built in the 13th century, and its pillars date back to Ottoman rule. Also called the Ebony Mosque because of its two ebony pillars, it was mentioned in the writings of Ibn Battuta and Ibn Jubayr. An old mosque built in the 17th century. One of the oldest markets in town. Located in the north and named after its orientation, some of its landmarks are: Built by Bakr Basha, the governor of Jeddah in 1735. Located in the south and also named after its orientation, its landmarks include: By far the most famous site in the old town, it was built in 1881 for Omar Nasseef Efendi, governor of Jeddah at the time, and served as the royal residence of King Abdulaziz after he conquered the city. Located in the southwest, some of its landmarks are: Main sights Founded by Sheikh Abdul Raouf Khalil in 1996, this museum not only presents the rich Islamic cultural heritage of the city, but also its pre-Islamic history that goes back 2500 years; it traces the various civilizations that inhabited the region. Located in the downtown district, it boasts a large collection of items and artifacts that belonged to the Ottoman Turks and the fishermen tribes who were the first inhabitants of the region. King Fahd's Fountain was built in the 1980s and can be seen from a great distance. At 312 meters (1,024 ft), the Fahd Fountain is the highest water jet in the world, according to the Guinness World Records. The fountain was donated to the City of Jeddah by the late King Fahd bin Abdul Aziz, after whom it was named. Sometimes referred to as the floating mosque because of its being built above water, this fascinating mix of old and new architecture was built in 1985. It is a popular spot among tourists and natives looking to lounge by the seaside Built in 1987 by Egyptian architect Abdel Wahed El Wakil, King Saud Mosque is the largest mosque in the city, displaying beautiful Islamic architecture. King Abdullah Sports City is a multi-use stadium used mostly for association football. It opened in 2014 north of Jeddah and has a full capacity of 62,241 spectators. It is the largest stadium in Jeddah, and the second-largest in Saudi Arabia. Built in 1983 and believed to be the highest tower in Saudi Arabia during the 1980s, with a height of over 235 m (771 ft), the National Commercial Bank was Saudi Arabia's first bank. The Islamic Development Bank is a multilateral development financing institution. It was founded by the first conference of Finance Ministers of the Organisation of the Islamic Conference (OIC, now the Organization of Islamic Cooperation), first convened on 18 December 1973. The bank officially began its activities on 20 October 1975. This is the headquarters of the metropolitan area of Jeddah. The municipality's new building is going to be not only Jeddah's tallest but is also going to dethrone the Burj Khalifa. This proposed tower, formerly known as the Kingdom Tower, is being built in Jeddah by Prince Al-Waleed bin Talal and will stand 1-kilometer (0.62 mi) tall. Upon its completion, it will be the tallest skyscraper in the world. The building has been scaled down from its initial 1.6 km (1 mi) proposal, since the ground proved unsuitable for a building that tall, to a height of at least 1,000 meters (3,280.84 ft) (the exact height is being kept private while in development, similar to the Burj Khalifa), which, at about one kilometer (0.62 miles), would still make it by far the tallest building or structure in the world to date, standing at least 173 m (568 ft) taller than the Burj Khalifa in Dubai. Construction began in April 2013 and there was steady progress, but in January 2018, building owner JEC halted structural concrete work with the tower about one-third completed due to labor issues with a contractor following the 2017–19 Saudi Arabian purge. JEC had said they planned to restart construction in 2020. In September 2023 MEED reported that the construction of the tower had restarted. Completion is expected in 2029. King Road Tower is a commercial and office building, the external walls of which are used to show commercials. The building also has a helipad on its roof. King Road Tower has the largest LED display in the world on its walls. Al Jawharah Tower is a residential high-rise; it became the third-tallest structure in Jeddah when completed in 2014. The King Abdullah Square on the intersection of Andalus Road with King Abdullah Road had the world's tallest flagpole. It is 171 meters (561 feet) high and the Saudi flag atop it weighs 570 kilograms (1,260 pounds). On the 84th Saudi Arabia National Day, on 23 September 2014, a huge Saudi flag was hoisted on the flagpole before a crowd of thousands. The flagpole succeeded Dushanbe Flagpole as the tallest flagpole in the world until 26 December 2021, when the Cairo Flagpole in Cairo, Egypt was erected at a height of 201.952 m (662.57 ft). Bab Makkah, also known as Makkah Gate, is a limestone coral gateway that leads into the historic Al-Balad district of Jeddah. The Makkah Gate, named the "Quran Gate", is located 60 km outside Jeddah on the Makkah Mukkarram road of the Jeddah–Makkah Highway. It is the entrance to Mecca and the birthplace of Muhammad. The gate signifies the boundary of the Haram area of the city of Makkah, where non-Muslims are prohibited to enter. The gate was designed in 1979 by Egyptian architect Samir Elabd for the architectural firm IDEA Center. The structure is that of a book, representing the Quran, sitting on a rehal, or book stand. The new waterfront was inaugurated in November 2017, by Makkah Governor, Prince Khaled Al-Faisal. It spans an area of 30 square kilometers (12 sq mi) on the Red Sea, and has many facilities, including swimming beaches, huts, a floating marina dock, washrooms, restaurants, parks, dancing fountains, playgrounds, and access to Wi-fi. This project of developing the Jeddah Waterfront has been awarded the Jeddah Innovation Award of the year 1439 in the field of government innovation, by the Jeddah Governorate. Education As of 2005[update], Jeddah had 849 public and private schools for male students and another 1,179 public and private schools for female students. The medium of instruction in both public and private schools is typically Arabic, with an emphasis on English as a second language. However, some private schools administered by foreign entities conduct classes in English. These include 10+ Indian schools following the CBSE board of education system, and several Pakistani and Bangladeshi schools as well. As of 2005[update], Jeddah also had four Philippine international schools, with two more scheduled to open shortly afterward. Jeddah's universities and colleges include the following: Jeddah is also home to several primary, intermediate and secondary schools such as: The central library at King Abdulaziz University (main branch) is a five-story building that has a large collection of Arabic and English language books, rare books, and documents as well as access to several online databases. It is open for public access and allows the borrowing of books after requesting a library card. Saturdays are dedicated to female visitors. King Abdul Aziz Public Library is a philanthropic institution that was founded and supported by the Custodian of the Two Holy Mosques King Abdullah Bin Abdulaziz, chairman of its board of directors. Established in 1985, the library was officially opened by the King on 27 February 1987. It emphasizes Islamic and Arabic heritage and history of the Kingdom. The library is divided into three branches (men's, women's, and children's). The limited number of libraries is criticized by the public. As a result, King Abdullah, Custodian of the Two Holy Mosques, has approved the King Abdullah Project for the Development of Public Libraries, and approximately SAR150 million is budgeted to be spent. In April 2014, Prince Mishaal Ibn Abdullah Abdulaziz opened a new public library in Jeddah by Makkah Governor, under the name of King Fahd Public Library. King Fahd Public Library was built over an area of 17,000 square meters (180,000 sq ft) within the main Campus of King Abdulaziz University (KAU) in Jeddah. It includes a diverse collection of books and reference material classified into three sections to meet the needs and wants of a wide range of readership. Spaces have been set apart for youths, children and women. Sports Jeddah is the home of two large and well-known football clubs, Al-Ittihad and Al-Ahli. Both teams play their league matches at King Abdullah Stadium, which is located in the northern part of Jeddah near King Abdulaziz Airport. It was the host city for the 2023 FIFA Club World Cup. The city is also home to the Saudi Arabian basketball Giants Al-Ittihad its the basketball section of the football club, which plays its home games in the Prince Abdullah Al-Faisal Basketball Arena. On 5 November 2020, it was announced that Jeddah would host the 21st round of the 2021 FIA Formula 1 World Championship. The Jeddah Corniche Circuit is a street circuit, winding through the Jeddah Corniche along the Red Sea, north of the main part of the city. The race debuted on 5 December 2021, and is scheduled to be held in the city until 2030. In the 2022 edition of the race, Mexican driver Sergio Pérez achieved his maiden pole position in his 215th race, becoming the driver with most races before pole position. Transport Jeddah is served by King Abdulaziz International Airport. The airport has four passenger terminals. One is the Hajj Terminal, a special outdoor terminal covered by large white tents, which was constructed to handle the more than two million pilgrims who pass through the airport during the Hajj season. The Southern Terminal is used by Saudia and Flynas (both based in Saudi Arabia), while the Northern Terminal serves foreign airlines. A plan for the extension of the airport is being developed. The Royal Terminal is a special terminal reserved for VIPs, foreign kings and presidents, and the Saudi royal family. A portion of the airport, King Abdullah Air Base, was used by Coalition B-52 heavy bombers during Operation Desert Storm in 1991. Before King Abdulaziz Airport opened in 1981, Kandara Airport served Jeddah. It was at Kandara, a neighborhood very near the town center. However, the old Jeddah airport experienced heavy congestions, especially during Hajj seasons. After the airport became defunct, the area was redeveloped for housing. Jeddah Seaport is the 40th busiest seaport in the world as of 2022[update]. It handles the majority of Saudi Arabia's commercial movement. In 2017, Jeddah Seaport handled 4,309,765 TEUs and in the year 2018 handled 4,215,248 TEUs. Jeddah is part of the 21st Century Maritime Silk Road that runs from the Chinese coast to the Upper Adriatic region with its rail connections to Central and Eastern Europe. Highway 40, which begins in Jeddah, connects the city to Mecca, Riyadh and Dammam on the east coast. Jeddah does not have any rapid transit system, but the Haramain High Speed Railway provides a connection to Mecca and Medina. There is a contracted plan to build an extensive light metro system known as the Jeddah Metro, throughout the city, originally by 2020. Jeddah's main highways run parallel to each other. Issues and challenges The city is challenged by pollution, weak sewage systems, and a weak storm drain system that has led to massive flooding, heavy traffic, epidemics, and water shortages. Air pollution is a problem for Jeddah, particularly on hot summer days. The city has experienced bush fires, landfill fires, and pollution from the two industrial zones in the north and the south of the metropolitan area. A water treatment factory and the seaport also contribute to water pollution. Much of the seafront, however, is considered to be safe and clean. Ramboll has acted as Environmental Consultant on the Jeddah Environmental Impact Assessment as well as the Jeddah Environmental Social Masterplan. At mid-day on 6 December 2004, militants loyal to the regional affiliate of the terrorist group Al-Qaeda launched an attack on the U.S. Consulate, killing five employees. The group was led by Fayez ibn Awwad Al-Jeheni, a former member of the religious police. Two of the other assailants were subsequently identified by Saudi authorities as residents of Jeddah's Al-Jamia suburb and other slums on Saudi Arabia's increasingly urbanized west coast. Buildings were attacked, hostages taken and used as human shields, targeting both Americans and non-Americans alike. Despite enduring a protracted siege, the chancery/consular section of the building was never penetrated. Closed-circuit video feeds documented that the Saudi security personnel assigned to protect the facility fled when the vehicle holding the terrorists pulled up to the front gate and ran past the Delta barrier. Inside the compound, however, an armed Saudi security guard employed by the embassy shot and killed one of the five terrorists before being fatally shot himself. The attackers spread and ignited a flammable liquid on the front of the chancery building, and opened fire on the front doors, both of which actions did not have any penetrating effect. The Consulate's U.S. Marines released tear gas in front of the chancery building, but the terrorists had already left that location. More than an hour later, Saudi special forces made it through traffic and, along with others from their unit who arrived in a helicopter, fought to retake the compound. In the final shootout, two of the terrorists were killed, with another dying later in hospital, and one militant was captured alive. Four Saudi special forces and a further ten hostages were wounded in the crossfire. The five U.S. Foreign Service employees killed in the terrorist attack were Ali Yaslem Bin Talib, Imad e-Deen Musa Ali, Romeo de la Rosa, Mohammed Baheer Uddin, and Jaufar Sadik, nationals of Yemen, Sudan, Philippines, India and Sri Lanka, respectively. The attack underscored the ongoing vulnerabilities of Westerners to threats, terrorist actions, and the environs. In a communiqué posted in online publications such as Sawt al-Jihad (Voice of Jihad) and Mu'askar al-Battar (Al-Battar Training Camp), Al-Qaeda hinted at the symbolic nature of the U.S. Consulate attack, stating: "Know that the Mujahideen are determined to continue on their path, and they will not be weakened by what has happened to them." Terrorist activities have persisted from 2004 to the present day. In 2004, there was an unsuccessful shooting attack on a U.S. Marine visiting the Saudi American Bank and an attempt to simultaneously explode car bombs at Saudi American Bank and Saudi British Bank branches in Jeddah on the anniversary of the 2001 "9-11" terrorist attacks on the U.S. On 26 August 2012, a spokesman for the Interior Ministry announced that terrorists were arrested in Jeddah who had been preparing explosives for attacks within the kingdom. In 2022, the Houthis launched a missile attack against an Aramco facility near the Jeddah Corniche Circuit, where the Formula One Saudi Arabian Grand Prix was held. Roads and highways within and exiting the city are frequently clogged with traffic. Mass transit is rare and planning is nascent; most Jeddawi adults have at least one car. Days immediately preceding and following the holy days are particularly noisome and cost hundreds of thousands of person-hours because of traffic jams. The Saudi Gazette reports that there is a plan in the works to tackle the traffic issue. A reported three billion Saudi Riyals will be put into constructing flyovers and underpasses in an effort to expedite traffic. The plan is scheduled to take about five years from its start to finish. Prior to the construction of a waste treatment plant, Jeddah's wastewater was disposed of by either discharge into the sea or via absorption into deep underground pits. However, even with the ever-increasing population, the original sewer system has hardly been expanded. The original plant cannot cope with the amount of waste inundating it daily. As a result, some untreated sewage is discharged directly into the sea and the entire northern part of the city remains completely unconnected to the sewage system[citation needed], instead relying on septic tanks. This has been responsible for a large number of sewage tankers. In late 2011, a storm drainage system was built in the south Jeddah area (similar to that of the Los Angeles storm drain) to reduce the risk of floods. On 25 November 2009, heavy floods affected the city and other areas of Makkah Province. The floods were described by civil defence officials as the worst in 27 years. As of 26 November 2009[update], 77 people were reported to have been killed, and more than 350 were missing. Some roads were under a meter (three feet) of water on 26 November, and many of the victims were believed to have drowned in their cars. At least 3,000 vehicles were swept away or damaged. The death toll was expected to rise as flood waters receded, allowing rescuers to reach stranded vehicles. On 26 January 2011, again, heavy floods affected the city and other areas of Makkah Province. The cumulative rainfall exceeded the 90 mm (3.5 in) recorded in four hours during the 25 November 2009 flash floods. Streets including Palestine Street, Madinah Road, and Wali Al-Ahad Street were either flooded or jammed with traffic. Cars were seen floating in some places. Meanwhile, eyewitnesses told local newspaper Arab News that East Jeddah was swamped and floodwater was rushing west towards the Red Sea, turning streets into rivers once again. On 17 November 2015, heavy floods affected the city. Streets affected by the flood include Palestine Street, Madinah Road, and many others. Cars were seen burning, and many trees fell as a result of the violent flood. Three deaths were also reported. Two of the fatalities (including a child) were hit by lightning while crossing a street. On 21 November 2017, heavy floods affected the city once more and Jeddah Islamic Port stopped operations for about three hours. Jeddah police received 11,000 phone calls on 911 from people enquiring about alternative roads and weather conditions. There were 250 reports of electrocution. Five people were electrocuted, two died. On 24 November 2022, heavy floods affected Jeddah. Jeddah was heavily damaged from the flood and caused more than thousands of cars to be damaged by the flood and caused power outages to most of the city and the flood was approximately 1-2 meters high. As a result, flights were delayed, schools were closed, and two people were killed. Districts Metropolitan Jeddah comprises 141 districts (transliterated from Arabic): Twin towns – sister cities Jeddah is twinned with: See also Note Citations General and cited sources 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/Gaius_Cassius_Longinus] | [TOKENS: 2941] |
Contents Gaius Cassius Longinus Gaius Cassius Longinus (Classical Latin: [ˈɡaːi.ʊs ˈkassi.ʊs ˈlɔŋɡɪnʊs]; c. 86 BC – 3 October 42 BC) was a Roman senator and general best known as a leading instigator of the plot to assassinate Julius Caesar on 15 March 44 BC. He was the brother-in-law of Brutus, another leader of the conspiracy. He commanded troops with Brutus during the Battle of Philippi against the combined forces of Mark Antony and Octavian, Caesar's former supporters, and committed suicide after being defeated by Mark Antony. Cassius was elected as tribune of the plebs in 49 BC. He opposed Caesar, and eventually he commanded a fleet against him during Caesar's Civil War: after Caesar defeated Pompey in the Battle of Pharsalus, Caesar overtook Cassius and forced him to surrender. After Caesar's death, Cassius fled to the east to Syria, where he amassed an army of twelve legions. He was supported and made governor by the Senate. Later he and Brutus marched west against the allies of the Second Triumvirate. He followed the teachings of the philosopher Epicurus, although scholars debate whether or not these beliefs affected his political life. Cassius is a main character in William Shakespeare's play Julius Caesar that depicts the assassination of Caesar and its aftermath. He is also shown in the lowest circle of Hell in Dante's Inferno as punishment for betraying and killing Caesar. Biography Gaius Cassius Longinus came from a very old Roman family, gens Cassia, which had been prominent in Rome since the 6th century BC. Little is known of his early life, apart from a story that he showed his dislike of despots while still at school, by quarreling with the son of the dictator Sulla. He studied philosophy at Rhodes under Archelaus of Rhodes and became fluent in Greek. He was married to Junia Tertia, who was the daughter of Servilia and thus a half-sister of his co-conspirator Brutus. They had one son, who was born in about 60 BC. In 54 BC, Cassius joined Marcus Licinius Crassus in his eastern campaign against the Parthian Empire as quaestor. In 53 BC, Crassus led the Roman army at the Battle of Carrhae in Northern-Mesopotamia, considered the worst defeat since the disastrous loss at Cannae in 216 BC against Hannibal. Cassius led the remaining troops' retreat back into Syria, and organised an effective defence force for the province. Plutarch’s account suggests Crassus could have avoided crushing defeat in Carrhae by listening to Cassius' advice not to invade Parthia. According to Dio, the Roman soldiers, as well as Crassus himself, were willing to give the overall command to Cassius after the initial disaster in the battle, which Cassius refused. The Parthians also considered Cassius as equal to Crassus in authority, and superior to him in ability. In 51 BC, Cassius was able to ambush and defeat an invading Parthian army under the command of prince Pacorus and general Osaces. He first refused to do battle with the Parthians, keeping his army behind the walls of Antioch (Syria's most important city) where he was besieged. When the Parthians gave up the siege and started to ravage the countryside, he followed them with his army harassing them as they went. The decisive encounter came on October 7 as the Parthians turned away from Antigonea. As they set about their return journey they were confronted by a detachment of Cassius's army, which faked a retreat and lured the Parthians into an ambush. The Parthians were suddenly surrounded by Cassius's main forces and defeated. Their general Osaces died from his wounds, and the rest of the Parthian army retreated back across the Euphrates. Cassius returned to Rome in 50 BC, when civil war was about to break out between Julius Caesar and Pompey. Cassius was elected tribune of the plebs for 49 BC, and threw in his lot with the Optimates, although his brother Lucius Cassius supported Caesar. Cassius left Italy shortly after Caesar crossed the Rubicon. He met Pompey in Greece, and was appointed to command part of his fleet. In 48 BC, Cassius sailed his ships to Sicily, where he attacked and burned a large part of Caesar's navy. He then proceeded to harass ships off the Italian coast. News of Pompey's defeat at the Battle of Pharsalus caused Cassius to head for the Hellespont, with hopes of allying with the king of Pontus, Pharnaces II. Cassius was overtaken by Caesar en route, and was forced to surrender unconditionally. Caesar made Cassius a legate, employing him in the Alexandrian War against the very same Pharnaces whom Cassius had hoped to join after Pompey's defeat at Pharsalus. However, Cassius refused to join in the fight against Cato and Scipio in Africa, choosing instead to retire to Rome. Cassius spent the next two years in office, and apparently tightened his friendship with Cicero. In 44 BC, he became praetor peregrinus with the promise of the Syrian province for the ensuing year. The appointment of his junior and brother-in-law, Marcus Brutus, as praetor urbanus deeply offended him. Although Cassius was "the moving spirit" in the plot against Caesar, winning over the chief assassins to the cause of tyrannicide, Brutus became their leader. On the Ides of March, 44 BC, Cassius urged on his fellow liberators and struck Caesar in the chest. Though they succeeded in assassinating Caesar, the celebration was short-lived, as Mark Antony seized power and turned the public against them. In letters written during 44 BC, Cicero frequently complains that Rome was still subjected to tyranny, because the "Liberators" had failed to kill Antony. According to some accounts, Cassius had wanted to kill Antony at the same time as Caesar, but Brutus dissuaded him. Cassius's reputation in the East made it easy to amass an army from other governors in the area, and by 43 BC, he was ready to take on Publius Cornelius Dolabella with 12 legions. By this point, the Senate had split with Antonius, and cast its lot with Cassius, confirming him as governor of the province. Dolabella attacked but was betrayed by his allies, leading him to commit suicide. Cassius was now secure enough to march on Egypt, but on the formation of the Second Triumvirate, Brutus requested his assistance. Cassius quickly joined Brutus in Smyrna with most of his army, leaving his nephew behind to govern Syria as well. The conspirators decided to attack the triumvirate's allies in Asia. Cassius set upon and sacked Rhodes in 43 BC, while Brutus did the same to Lycia. They regrouped the following year in Sardis, where their armies proclaimed them imperator. They crossed the Hellespont, marched through Thrace, and encamped near Philippi in Macedon. Gaius Julius Caesar Octavian (later known as Augustus) and Mark Antony soon arrived, and Cassius planned to starve them out through the use of their superior position in the country. However, they were forced into a pair of battles by Antony, collectively known as the Battle of Philippi. Brutus was successful against Octavian, and took his camp. Cassius, however, was defeated and overrun by Mark Antony and, unaware of Brutus's victory, ordered his freeman Pindarus to help him kill himself. Pindarus fled afterwards and Cassius's head was found severed from his body. He was mourned by Brutus as "the Last of the Romans" and buried in Thassos. Epicureanism "Among that select band of philosophers who have managed to change the world," writes David Sedley, "it would be hard to find a pair with a higher public profile than Brutus and Cassius – brothers-in-law, fellow-assassins, and Shakespearian heroes," adding that "it may not even be widely known that they were philosophers." Like Brutus, whose Stoic proclivities are widely assumed but who is more accurately described as an Antiochean Platonist, Cassius exercised a long and serious interest in philosophy. His early philosophical commitments are hazy, though D.R. Shackleton Bailey thought that a remark by Cicero indicates a youthful adherence to the Academy. Sometime between 48 and 45 BC, however, Cassius famously converted to the school of thought founded by Epicurus. Although Epicurus advocated a withdrawal from politics, at Rome his philosophy was made to accommodate the careers of many prominent men in public life, among them Caesar's father-in-law, Calpurnius Piso Caesoninus. Arnaldo Momigliano called Cassius's conversion a "conspicuous date in the history of Roman Epicureanism," a choice made not to enjoy the pleasures of the Garden, but to provide a philosophical justification for assassinating a tyrant. Cicero associates Cassius's new Epicureanism with a willingness to seek peace in the aftermath of the civil war between Caesar and Pompeius. Miriam Griffin dates his conversion to as early as 48 BC, after he had fought on the side of Pompeius at the Battle of Pharsalus but decided to come home instead of joining the last holdouts of the civil war in Africa. Momigliano placed it in 46 BC, based on a letter by Cicero to Cassius dated January 45. Shackleton Bailey points to a date of two or three years earlier. The dating bears on, but is not essential to, the question of whether Cassius justified the murder of Caesar on Epicurean grounds. Griffin argues that his intellectual pursuits, like those of other Romans, may be entirely removed from any practical application in the realm of politics. Romans of the Late Republic who can be identified as Epicureans are more often found among the supporters of Caesar, and often literally in his camp. Momigliano argued, however, that many of those who opposed Caesar's dictatorship bore no personal animus toward him, and Republicanism was more congenial to the Epicurean way of life than dictatorship. The Roman concept of libertas had been integrated into Greek philosophical studies, and though Epicurus' theory of the political governance admitted various forms of government based on consent, including but not limited to democracy, a tyrannical state was regarded by Roman Epicureans as incompatible with the highest good of pleasure, defined as freedom from pain. Tyranny also threatened the Epicurean value of parrhesia (παρρησία), "truthful speaking," and the movement toward deifying Caesar offended Epicurean belief in abstract gods who lead an ideal existence removed from mortal affairs. Momigliano saw Cassius as moving from an initial Epicurean orthodoxy, which emphasised disinterest in matters not of vice and virtue, and detachment, to a "heroic Epicureanism." For Cassius, virtue was active. In a letter to Cicero, he wrote: I hope that people will understand that for all, cruelty exists in proportion to hatred, and goodness and clemency in proportion to love, and evil men most seek out and crave the things which accrue to good men. It's hard to persuade people that ‘the good is desirable for its own sake'; but it's both true and creditable that pleasure and tranquility are obtained by virtue, justice, and the good. Epicurus himself, from whom all your Catii and Amafinii take their leave as poor interpreters of his words, says ‘there is no living pleasantly without living a good and just life.' Sedley agrees that the conversion of Cassius should be dated to 48, when Cassius stopped resisting Caesar, and finds it unlikely that Epicureanism was a sufficient or primary motivation for his later decision to take violent action against the dictator. Rather, Cassius would have had to reconcile his intention with his philosophical views. Cicero provides evidence that Epicureans recognized circumstances when direct action was justified in a political crisis. In the quotation above, Cassius explicitly rejects the idea that morality is good to be chosen for its own sake; morality, as a means of achieving pleasure and ataraxia, is not inherently superior to the removal of political anxieties. The inconsistencies between traditional Epicureanism and an active approach to securing freedom ultimately could not be resolved, and during the Empire, the philosophy of political opposition tended to be Stoic. This circumstance, Momigliano argues, helps explain why historians of the Imperial era found Cassius more difficult to understand than Brutus, and less admirable. Cultural depictions In Dante's Inferno (Canto XXXIV), Cassius is one of three people deemed sinful enough to be chewed in one of the three mouths of Satan, in the very centre of Hell, for all eternity, as a punishment for killing Julius Caesar. The other two are Brutus, his fellow conspirator, and Judas Iscariot, the Biblical betrayer of Jesus. It is unknown why the third ringleader of the conspiracy to kill Caesar, Decimus Brutus, was not also shown this deep in Hell. Cassius also plays a major role in Shakespeare's play Julius Caesar (I. ii. 190–195) as the leader of the conspiracy to assassinate Caesar. Caesar distrusts him, and states, "Yond Cassius has a lean and hungry look; He thinks too much: such men are dangerous." In one of the final scenes of the play, Cassius mentions to one of his subordinates that the day, October 3, is his birthday, and dies shortly afterwards. See also Notes References Further reading External links |
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[SOURCE: https://he.wikipedia.org/wiki/Grand_Theft_Auto:_The_Ballad_of_Gay_Tony] | [TOKENS: 11461] |
תוכן עניינים Grand Theft Auto: The Ballad of Gay Tony Grand Theft Auto: The Ballad of Gay Tony (בתרגום חופשי לעברית: "גניבת כלי רכב: הבלדה על טוני ההומו") היא חבילת ההרחבה השנייה ללמשחק הווידאו Grand Theft Auto IV. היא פותחה על ידי האולפן Rockstar North ויצאה לאור לראשונה ל-Xbox 360 ב-29 באוקטובר 2009 ולאחר מכן לפלייסטיישן 3 ולמחשב אישי ב-13 באפריל 2010. זוהי חבילת ההרחבה הרביעית בסדרת Grand Theft Auto. עלילת המשחק עוקבת אחר הניצוּל של הפרוטגוניסט, לואיס פרננדו לופז, חבר חדש בכנופיית הסחר בסמים הדומיניקנית ושומר הראש של אנטוני פרינס, המוכר בכינויו "טוני ההומו". פרינס הוא הבעלים של שני מועדוני הלילה הגדולים ביותר ב"עיר החירות" בה מתרחש המשחק והוא איש החברה הגבוהה. בהודעה לעיתונות שהוציאה חברת Rockstar Games נטען כי פרק זה של המשחק "מזריק לעיר החירות מנת יתר של כלי נשק, זוהר ופשע" וכן על השחקנים להתמודד עם "נאמנותם של משפחה וחברים ועם אי הוודאות בנוגע למי אמיתי ומי מזויף בעולם שבו לכל אחד יש מחיר". עם צאתו לשוק קיבל המשחק בעיקר ביקורות טובות, והוא מחזיק בציון של 89 באתר הביקורות "Metacritic". בתחרות הפרסים הטלוויזיונית "Spike Video Game Awards" של שנת 2009 היה המשחק מועמד לפרס משחק ההורדה הטוב ביותר. עלילה בזמן שוד גדול ב"בנק של ליברטי" (Bank Of Liberty) (משימה מהמשחק המקורי), לואיס לופז (Luis Lopez), שהיה אמור להביא כסף לבוס שלו, מדבר בלחש עם גנגסטר אשר מספר לו שהוא ינסה לעצור את השוד. האיש (יוג'ין ריפר) יורה והורג את אחד השודדים (מייקל קיין) אבל נורה למוות על ידי השודדים האחרים (ניקו בליק, פטריק "פאקי" מקרירי (Patrick McReary) ודריק מקרירי (Derrick McReary). אחרי השוד לואיס מגיע לדירה של השותף העסקי שלו במועדונים שבבעלותם, אנטוני פרינס הידוע בכינוי "טוני ההומו" (Gay Tony), שם נמצאים 2 גובי מיסים של משפחת אנסלוטי: רוקו פלוסי ודודו וינס לוקחים את הכסף ועוזבים. לואיס כועס על טוני ומתנגד לעסקאות מהסוג הזה אבל טוני מצליח להרגיע את לואיס והם עוזבים את הדירה. מרגע זה לואיס מתחיל לעשות עבודות בשביל טוני על מנת לשלם את החובות של טוני. טוני נותן ללואיס מספר של אחד האנשים שטוני לווא מהם כסף: מורי קיבוץ (Mori Kibbutz), אחיו הגדול של ברוסי (מהמשחק המקורי). מורי מספר ללואיס שהוא היה בעבר בצבא הגנה לישראל ואחרי זה הוא השתנה והפך למה שהוא היום. לואיס עושה כמה משימות למורי בסוף המשימה האחרונה מורי מתגרה בברוסי, ברוסי בתגובה שובר למורי את האף, מורי וברוסי הולכים ובכך מורי גומר לתת עבודות ללואיס. מאוחר יותר קבלן עשיר בשם יוסוף אמיר (Yusuf Amir) מתקשר ללואיס ונותן לו כמה עבודות כדי לעזור לו לבנות את גורד השחקים הגבוה בעיר, ביניהם לגנוב מסוק וAPC, בסוף יוסוף אסיר תודה נותן ללואיס במתנה את העוזי המוזהב שלו, את המסוק המוזהב שלו שלואיס גנב לו ולאחר מכן יוסוף ציפה את המסוק בזהב ואת המכונית הזהובים שלו. בהמשך לואיס טוני ואוון מוס המאהב של טוני מקיימים עסקת יהלומים עם טבח של ספינה אשר מוכר להם יהלומים בשובי 2 מיליארד דולר אך העסקה משתבשת בשל מארב של ג'וני קלביץ והלוסט אשר הורגים את אוון גונבים את היהלומים ומנסים להרוג את טוני ולואיס אך השניים מצליחים לצאת מהתסבוכת, לאחר מכן טוני מגלה על עסקת יהלומים שמתרחשת במוזיאון ליברטי שבה היהלומים שנשדדו מהם מוצעים למכירה ולואיס עושה מארב על העסקה ומשיג בחזרה את היהלומים הגנובים. לאחר מכן ראש מאפיה רוסית ריי בולגרין (Ray Bulgarin) מתחיל להעסיק את לואיס במשימות לאחר מכן בולגרין מגלה שלואיס וטוני מחזיקים ביהלומים שלו ואחרי שלואיס מסרב למסור את היהלומים לידיו בולגרין בוגד בלואיס ושולח אותו היישר לתוך המארב של אנשיו אשר מנסים להרוג אותו אך לואיס מצליח לחסלם. אחרי ששרד את ההתקפה של בולגרין טוני אומר ללואיס שחברתו גרייסי (Gracie Ancelotti) נחטפה. לואיס וטוני עוקבים אחרי פטריק ומגלים איפה מוחזקת גרייסי ושמי שמחזיק אותה הם אותם אנשים ששדדו את הבנק. טוני מארגן פגישה עם החוטפים. כשטוני וניקו מגיעים למקום המפגש. בתמורה לגרייסי נותנים טוני ולואיס את היהלומים תמורת גרייסי, טוני ולואיס לוקחים את גרייסי ומסתלקים מהמקום ולשם מגיעים המאפיה הרוסית וגונבים את היהלומים אך הם נופלים לרכב והוא נוסע. בהמשך העלילה מקבל לואיס שיחת טלפון מרוקו, רוקו אומר ללואיס שבולגרין יודע שהוא עומד מאחורי עסקת היהלומים ושיגיע מיד לפארק כדי לפגוש אותו. כשלואיס מגיע לפארק הוא פוגש שם את רוקו ואת וינס. הם אומרים לו שבולגרין אמר שאו הוא או טוני חייבים למות, ומכיוון שהם מעדיפים לעבוד עם לואיס, הוא חייב להרוג את טוני או ששניהם ימותו. רוקו ווינס עוזבים את המקום. לואיס נוסע למועדון להזהיר את טוני. כשלואיס מגיע למועדון הוא מגלה שרוקו ווינס כבר שם, מאיימים על טוני. וינס נותן ללואיס אקדח כדי שיהרוג את טוני. לואיס לוקח את האקדח, מכוון אותו לטוני, ובמקום לירות בטוני הוא יורה בוינס וישר מכוון את האקדח לרוקו, טוני משכנע את לואיס לא לירות ברוקו. רוקו מאיים עליהם ואומר שכל המאפיה של בולגרין בדרכה למועדון עכשיו. רוקו עוזב ובינתיים טוני ולואיס נאלצים להתמודד עם עשרות אנשים חמושים. אחרי שלואיס וטוני הורגים את כולם הם יוצאים אל מחוץ למועדון ומתמודדים עם עוד מאנשיו של בולגרין. לואיס וטוני עוזבים את המקום ונוסעים לפארק שעשועים שבו מחביאה המאפייה סמים. לואיס וטוני מגיעים למקום, לואיס אומר לטוני שהוא ילך לשם לבד ובינתיים שטוני ייסע ל"מדוס פארק" (Meadows Park) ויחכה לו. לואיס נכנס לפארק השעשועים ומחסל את אנשיו של בולגרין ואת משלוחי הסמים. משם נוסע לואיס לשדה התעופה לעצור את בולגרין מלעזוב את העיר. בדרך יוסוף מתקשר אליו ושואל אותו אם הוא עסוק, לואיס עונה שהוא צריך להגיע מיד לשדה התעופה כדי לעצור את בולגרין ומנתק. בינתיים בדרך מכוניות מנסות לעצור את לואיס מלהגיע אל בולגרין אך יוסוף מגיע בהפתעה עם מסוק ומפציץ את המכוניות. כשלואיס מגיע לשדה התעופה הוא רודף עם האופנוע שלו אחרי המטוס, הורג את אחד האנשים של בולגרין וקופץ למטוס שרגע אחר כך ממריא לשמיים. בתוך המטוס לואיס מחסל במהירות שניים משומריו של בולגרין. בולגרין יוצא מתא הטייס עם רימון בידו ואומר שאם הוא ירה בו הוא יוצא את הנצרה והרימון יתפוצץ. לואיס בכל זאת יורה בבולגרין, בולגרין מת וחלקו הקדמי של המטוס מתפוצץ, לואיס קופץ מהמטוס ופותח מצנח וצונח לתוך הפארק שבו קבע עם טוני. כשהוא מגיע לשם הוא נתקל בחסר בית ומפיל אותו, לואיס מתנצל ומרים את חסר הבית, לואיס הולך וחסר הבית מרים מהרצפה שקית שבתוכה הוא מוצא את היהלומים שנעלמו. חסר הבית לוקח את היהלומים ובורח מהמקום. לואיס נפגש עם טוני ולאחר מכן גם יוסוף מגיע והם הולכים מהפארק לחגוג את חירותם. דמויות לואיס פרננדו לופז מופיע לראשונה: "I Luv LC" לואיס פרננדו לופז (נולד ב 1983)-הוא הדמות הראשית במשחק והוא מופיע גם ב־GTA IV ובGTA IV: The Lost And Damned. לואיס הוא ממוצא דומיניקני והוא שותפו לעסקים של טוני פרינס המכונה טוני ההומו. לואיס נכנס לכלא וכאשר יצא הפך להיות שותפו ושומר ראשו של טוני אשר מנהל שני מועדי לילה מפורסמים בעיר, הראשון הוא מועדון לילה בשם Maisonette 9 בו השחקן יכול לעבוד והשני הוא מועדון להומוסקסואלים בשם Hercules. לואיס עובד לכל מני אנשים אשר טוני חייב להם כסף כמו מורי קיבוץ (אחיו של ברוסי מהמשחק המקורי), קבלן עשיר בשם יוסוף אמיר, חבר במאפיה הרוסית בשם ריי בולגרין ועוד. מלבד זאת לואיס עובד עם שני חבריו, ארמנדו טורס והנריקה ברדס בכמה עסקאות סמים. ארמנדו והנריקה תמיד אומרים ללואיס שהמאז שהוא עובד עם טוני הוא שכח שהוא דומיניקני ושהוא מנסה להיות מה שהוא לא, איש עסקים. אנטוני "טוני ההומו" פרינס מופיע לראשונה: "I Luv LC" טוני פרינס (נולד 1963) – הוא אחת מהדמויות הראשיות במשחק. טוני הוא המנהל של שני מועדוני הלילה מהמצליחים בעיר: Maisonette 9 ו־Hercules וגם יש לו מעט מניות במועדון הלילה Bahama Mamas. טוני נולד ברובע דיוקס המבוסס על רובע קווינס של ניו יורק אבל שנא את הרובע וברח לאלגונקוין המבוסס על מנהטן ושם פתח חיים חדשים וניהל עם לואיס את שני מועדוניו. טוני היה חייב כסף להרבה אנשים כמו מורי קיבוץ, ריי בולגרין לרוקו פילסי ולעוד. בעזרת לואיס הוא משלם את חובותיו. לטוני היה רומן עם אוון מוס עד שאוון נהרג על ידי כנופיית הלוסט. מלבד זאת יש לו רומן עם גרייסי אנצ'לוטי, ביתו של ראש משפחת הפשע אנצ'לוטי. לאחר המשחק מתגלה כי עבר ללוס סנטוס וב-GTA Online השחקן יכול לעזור לו להרחיב את אימפריית חיי הלילה שלו. יוסוף אמיר מופיע לראשונה: "Chinese Takeout" יוסוף אמיר הוא קבלן עשיר שרוצה בעזרת לואיס לבנות את גורד השחקים הגבוהה בעיר. יוסוף הוא ערבי מדובאי. הוא מבקש מלואיס לגנוב בשבילו מסוק קרב, טנק קטן וקרון רכבת. בתמורה הוא נותן ללואיס עוזי מזהב ומכונית מוזהבת. מלבד זאת גם המסוק שלואיס גנב לו צופה על ידו בזהב והוא יהיה זמין ללואיס מתי שירצה. יוסוף אוהב את השיר "Arab Money" ותמיד מנגן ושר אותו. ריי בולגרין מופיע לראשונה: "Boulevard Baby" נהרג: "Departure Time" ריי בולגרין הוא ראש מאפיה רוסית באירופה אשר ניקו בליק (הדמות הראשית ב־GTA IV) עבד בשבילו. ניקו ברח בגללו לליברטי סיטי וב-GTA IV ריי הפך לאנטגוניסט במשחק. במשחק The Ballad of Gay Tony הוא נראה לראשונה כאשר הוא מבלה עם סגנו טימור ב־Maisonette 9 ומאוחר יותר נתן ללואיס משימות. לבסוף ריי מגלה שלואיס קשור לעסקת היהלומים שהוא רוצה ומפני שהיהלומים נעלמים הוא רוצה להרוג את כל מי שקשור לעסקה בהם לואיס וטוני. לואיס מגלה על כך וכאשר ריי מנסה לברוח מהמדינה, לואיס נכנס למטוסו, הורג את אנשיו של ריי ולבסוף ריי יוצא עם רימון. לואיס הורג את ריי והחלק הקדמי של המסוק מתפוצץ אך לואיס מספיק לברוח. רוקו פלוסי מופיע לראשונה: "I Luv LC" מובס ונעלם: "Party's Over" נרצח: "(The ballad of rocco (gta v" רוקו פלוסי ביחד עם דוד וינס פלוסקי הם שני גובי מיסים ממשפחת הפשע אנצ'לוטי. ראקו גובה מטוני כסף ומחייב את לואיס וטוני לעבוד בשבילו. הוא שולח אותם להילחם במאפיה הסינית בצ'יינהטאון, לנסות להוציא מידע מגנגסטר בעזרת פגיע בגופו עם כדורי גולף ועוד. בסוף הוא אומר שריי בולגרין רוצה שאו שלואיס או טוני יהרגו והוא רוצה לעבוד עם לואיס לכן הוא נותן ללואיס בחירה, או להרוג את טוני או ששניהם ימותו. לבסוף לואיס הורג את וינס וראקו ניצל כאשר טוני אומר שעדיף שראקו יחייה. ראקו אומר כל המאפיה הרוסית בדרך והוא בורח ולא חוסר יותר, ולאחר חמש שנים נרצח על ידי מייקל דה סנטה (הפרוטגוניסט) כי הכה ואיים על מפיק הסרטים איתו מייקל עבד. מורי קיבוץ מופיע לראשונה: "Kibbutz Number One" מורי קיבוץ הוא איש עסקים שטוני חייב לו כסף. מורי הוא אחיו של ברוסי (מהמשחק המקורי) ובכמה משימות של מורי, ברוסי משתתף. מורי שירת בצה"ל וכאשר חזר הוא השתנה. מורי עושה ללואיס כמה משימות בהם הוא תמיד מתלהב וצוחק על ברוסי. הוא תמיד מתגרה בברוסי ואומר שיש לו מכוניות טובות יותר, מסוקים טובים יותר, שרירים מפותחים יותר, יותר בחורות ועוד. כתוצאה מכך ברוסי בסוף שובר למורי את האף ובכף מורי גומר לתת ללואיס משימות. כמו כן לאחר סיום המשחק מורי מתקשר ללואיס ואמר לו כי עבר לקיבוץ בישראל. ארמנדו טורס מופיע לראשונה: "I Luv LC" ארמנדו טורס הוא חבר ילדות של לואיס. ארמנדו הוא סוחר סמים דומיניקני. הוא תמיד מסתובב עם הנריקה. ארמנדו תמיד אומר ללואיס שמאז שהוא עם טוני הוא השתנה והוא שכח שהוא דומיניקני. השחקן יוכל להתקשר לארמנדו לבלות ותמיד הנריקה יבוא עם שניהם. ארמנדו גם יכול להביא ללואיס ואן כלי נשק שבו יש כלי נשק במחירים זולים יותר. עם ארמנדו לואיס עושה משימות צדדיות שקשורות לעסקאות סמים. הנריק ברדס מופיע לראשונה: "I Luv LC" הנריקה ברדסהוא חבר ילדות של לואיס ושל ארמנדו. כמו ארמנדו גם הנריקה הוא סוחר סמים דומיניקני. הנריקה תמיד אומר עם ארמנדו שמאז שלואיס עם טוני הוא השתנה והוא שכח שהוא דומיניקני ושהוא מנסה להיות מה שהוא לא, איש עסקים. השחקן יוכל להתקשר להנריקה לבלות ותמיד ארמנדו יבוא גם. הנריקה יכול להביא ללואיס מספר של כלי רכב בהם המיני טנק שלואיס גונב ליוסוף. עם הנריקה וארמנדו, לואיס יכול לעשות משימות צד שקשורות לעסקאות סמים. טימור מופיע לראשונה: "Boulevard Baby" נהרג: "Departure Time" טימור הוא סגנו של ריי בולגרין. טימור מופיע עם ריי לראשונה במועדון Maisonette 9. טימור מבצע את רוב המשימות של ריי עם לואיס. לבסוף אחרי שריי בוגד בלואיס, לואיס מגיע לפארק השעשועים לחסל את משלוח ההרואין ושם הוא הורג את טימור. שם משפחתו של טימור לא ידוע. אדריאנה ינירה לופז מופיעה לראשונה: "Momma's Boy" אדריאנה ינירה לופז היא אמו של לואיס. הוא מטפלת טוב בלואיס ומתייחסת לארמנדו להנריקה כמו לבניה. ארמנדו והנריקה תמיד אומרים שהיא מכינה את האוכל הטעים ביותר שיש. אדריאנה מכירה ללואיס את מר סנטו שעושה עם לואיס משימה אחת. אדריאנה תמיד אומר ללואיס שהוא תמיד טועה ושמה שהוא עושה לא נכון. למרות זאת לואיס תמיד עוזר לה ומזהיר אותה מפני אנשים אך היא לא תמיד מקשיבה לו. ברוסי קיבוץ מופיע לראשונה: "Chinese Takeout" ברוסי קיבוץהוא אחיו הקטן של מורי. הוא פחות מפותח שרירית, יש לתו פחות מכוניות, מסוקים טובים פחות ופחות בחורות ולכן מורי תמיד צוחק אליו. לברוסי לבסוף נמאס והוא שובר למורי את האף. את ברוסי רואים פעמיים Maisonette 9, פעם ראשונה הוא רקד עם רומן ופעם שנייה הוא ניסה להיכנס עם רומן וכאשר לואיס הכניס אותם הוא בדק אם לואיס הומוסקסואל. לברוסי יש תפקיד בולט יותר ב-GTA IV. ג'וני קלביץ מופיע לראשונה: "I Luve LC" נרצח: "(MR Philips (GTA V" ג'וני קלביץ הוא הפרוטגוניסט של Grand Theft Auto IV: The Lost and Damned, אופנוען יהודי וסגן הנשיא של הלוסט, כאשר הם קנו את היהלומים מהטבח של הספינה ג'וני והלוסט תקפו את לואיס וטוני ושדדו מהם את היהלומים עבור ריי בוצינו אך לואיס גנב את היהלומים בחזרה בזמן שג'וני וניקו עשו עסקה עם המוב היהודי שבמהלכה ג'וני בורח עם כל הכסף מהעסקה. נרצח ב-GTA V על ידי טרבור פיליפס. ניקו בליק מופיע לראשונה: "I Luve LC" ניקו בליק הוא הפרוטגוניסט של GTA IV, מהגר ממזרח אירופה אשר נמלט לליברטי סיטי לאחר שהסתבך עם ריי בולגרין. ניקו מופיע לראשונה בתחילת המשחק במהלך השוד בבנק ליברטי שבה הוא היה אחד מהשודדים לאחר מכן הוא הופיע ביחד עם ג'וני קלביץ בעסקת היהלומים עם המוב היהודית, לאחר מכן מתגלה שניקו ופאקי מק'רירי חטפו את גרייסי והשניים מקיימים עם לואיס וטוני מפגש שבה לואי וטוני מוסרים להם בחזרה את היהלומים וניקו מוסר להם בחזרה את גרייסי לאחר מכן הוא ופאקי מותקפים על ידי אנשיו של בולגרין לאחר שבולגרין חשב שניקו ניסה לשדוד אותו פעם נוספת ניקו ופאקי מצליחים לשרוד את המתקפה אך מאבדים את היהלומים. קישורים חיצוניים הערות שוליים |
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[SOURCE: https://en.wikipedia.org/wiki/Fertile_Crescent] | [TOKENS: 2205] |
Contents Fertile Crescent The Fertile Crescent (Arabic: الهلال الخصيب al-hilāl al-ḵaṣīb) is a crescent-shaped region in the Middle East, spanning modern-day Iraq, Israel, Jordan, Lebanon, Palestine, and Syria, together with northern Kuwait, south-eastern Turkey, and western Iran. Some authors also include Cyprus and northern Egypt. The Fertile Crescent is believed to be the first region where settled farming emerged as people started the process of clearance and modification of natural vegetation to grow newly domesticated plants as crops. Early human civilizations such as Sumer in Mesopotamia flourished as a result. Technological advances in the region include the development of agriculture and the use of irrigation, of writing, the wheel, and glass, most emerging first in Mesopotamia. Terminology The term "Fertile Crescent" was popularized by archaeologist James Henry Breasted in Outlines of European History (1914) and Ancient Times, A History of the Early World (1916). He wrote: It lies like an army facing south, with one wing stretching along the eastern shore of the Mediterranean and the other reaching out to the Persian Gulf, while the center has its back against the northern mountains. The end of the western wing is Palestine; Assyria makes up a large part of the center; while the end of the eastern wing is Babylonia. [...] This great semicircle, for lack of a name, may be called the Fertile Crescent. There is no single term for this region in antiquity. At the time that Breasted was writing, it roughly corresponded with the territories of the Ottoman Empire ceded to Britain and France in the Sykes–Picot Agreement. Historian Thomas Scheffler has noted that Breasted was following a trend in Western geography to "overwrite the classical geographical distinctions between continents, countries and landscapes with large, abstract spaces", drawing parallels with the work of Halford Mackinder, who conceptualised Eurasia as a 'pivot area' surrounded by an 'inner crescent', Alfred Thayer Mahan's Middle East, and Friedrich Naumann's Mitteleuropa. In current usage, the Fertile Crescent includes Israel, Palestine, Iraq, Syria, Lebanon, Egypt, and Jordan, as well as the surrounding portions of Turkey and Iran. In addition to the Tigris and Euphrates, riverwater sources include the Jordan River. The boundaries are delimited by the dry climate of the Syrian Desert to the south, the Sahara Desert to the west, the Anatolian and Armenian highlands to the north and the Iranian plateau to the east.[citation needed] Biodiversity and climate As crucial as rivers and marshlands were to the rise of civilization in the Fertile Crescent, they were not the only factor. The area is geographically important as the "bridge" between North Africa and Eurasia, which has allowed it to retain a greater amount of biodiversity than either Europe or North Africa, where climate changes during the Ice Age led to repeated extinction events when ecosystems became squeezed against the waters of the Mediterranean Sea. The Saharan pump theory posits that this Middle Eastern land bridge was extremely important to the modern distribution of Old World flora and fauna, including the spread of humanity.[citation needed] The area has borne the brunt of the tectonic divergence between the African and Arabian plates and the converging Arabian and Eurasian plates, which has made the region a very diverse zone of high snow-covered mountains.[citation needed] The Fertile Crescent had many diverse climates, and major climatic changes encouraged the evolution of many "r" type annual plants, which produce more edible seeds than "K" type perennial plants. The region's dramatic variety in elevation gave rise to many species of edible plants for early experiments in cultivation. Most importantly, the Fertile Crescent was home to the eight Neolithic founder crops important in early agriculture (i.e., wild progenitors to emmer wheat, einkorn, barley, flax, chick pea, pea, lentil, bitter vetch), and four of the five most important species of domesticated animals—cows, goats, sheep, and pigs; the fifth species, the horse, lived nearby. The Fertile Crescent flora comprises a high percentage of plants that can self-pollinate, but may also be cross-pollinated. These plants, called "selfers", were one of the geographical advantages of the area because they did not depend on other plants for reproduction. History As well as possessing many sites with the skeletal and cultural remains of both pre-modern and early modern humans (e.g., at Tabun and Es Skhul caves), later Pleistocene hunter-gatherers, and Epipalaeolithic semi-sedentary hunter-gatherers (the Natufians); the Fertile Crescent is most famous for its sites related to the origins of agriculture. The western zone around the Jordan and upper Euphrates rivers gave rise to the first known Neolithic farming settlements (referred to as Pre-Pottery Neolithic A (PPNA)), which date to around 9,000 BCE and includes very ancient sites such as Göbekli Tepe, Chogha Golan, and Jericho (Tell es-Sultan). This region, alongside Mesopotamia (Greek for "between rivers", between the rivers Tigris and Euphrates, lies in the east of the Fertile Crescent), also saw the emergence of early complex societies during the succeeding Bronze Age. There is also early evidence from the region for writing and the formation of hierarchical state level societies. This has earned the region the nickname "The cradle of civilization". From ancient times empires arose and fell in the Tigris–Euphrates river basin, including Sumer, Akkad, Assyria, and Babylonia, . It is in this region where the first libraries appeared about 4,500 years ago. The oldest known libraries are found in Nippur (in Sumer) and Ebla (in Syria), both from c. 2500 BCE. Both the Tigris and Euphrates start in the Taurus Mountains of what is modern-day Turkey. Farmers in southern Mesopotamia had to protect their fields from flooding each year. Northern Mesopotamia had sufficient rain to make some farming possible. To protect against flooding they made levees. Since the Bronze Age, the region's natural fertility has been greatly extended by irrigation works, upon which much of its agricultural production continues to depend. The last two millennia have seen repeated cycles of decline and recovery as past works have fallen into disrepair through the replacement of states, to be replaced under their successors. Another ongoing problem has been salination—gradual concentration of salt and other minerals in soils with a long history of irrigation. Prehistoric seedless figs were discovered at Gilgal I in the Jordan Valley, suggesting that fig trees were being planted some 11,400 years ago. Cereals were already grown in Syria as long as 9,000 years ago. Small cats (Felis silvestris) also were domesticated in this region. Also, legumes including peas, lentils and chickpea were domesticated in this region. Domesticated animals include the cattle, sheep, goat, domestic pig, cat, and domestic goose. Cosmopolitan diffusion Cosmology Modern analyses comparing 24 craniofacial measurements reveal a relatively diverse population within the pre-Neolithic, Neolithic and Bronze Age Fertile Crescent, supporting the view that several populations occupied this region during these time periods. Similar arguments do not hold true for the Basques and Canary Islanders of the same time period, as the studies demonstrate those ancient peoples to be "clearly associated with modern Europeans". Additionally, no evidence from the studies demonstrates Cro-Magnon influence, contrary to former suggestions. The studies further suggest a diffusion of this diverse population away from the Fertile Crescent, with the early migrants moving away from the Near East—westward into Europe and North Africa, northward to Crimea, and northeastward to Mongolia. They took their agricultural practices with them and interbred with the hunter-gatherers whom they subsequently came in contact with while perpetuating their farming practices. This supports prior genetic and archaeological studies which have all arrived at the same conclusion. Consequently, contemporary in situ peoples absorbed the agricultural way of life of those early migrants who ventured out of the Fertile Crescent. This is contrary to the suggestion that the spread of agriculture disseminated out of the Fertile Crescent by way of sharing of knowledge. Instead, the view now supported by a preponderance of evidence is that it occurred by actual migration out of the region, coupled with subsequent interbreeding with indigenous local populations whom the migrants came in contact with. A 2005 craniometric study found that not all present-day Europeans share strong affinities to the Neolithic and Bronze Age inhabitants of the Fertile Crescent; the closest ties to the Fertile Crescent rest with Southern Europeans. The same study further demonstrates all present-day Europeans to be closely related. Genetics research finds that most present-day Europeans, across Europe, derive from at least three ancient populations, including the Early European Farmers, who descended from the Near Eastern migrants that brought agriculture to Europe. This ancient farmer population was genetically distinct from European hunter-gatherers and close to present-day Near Easterners. Languages Linguistically, the Fertile Crescent was a region of great diversity. Historically, Semitic languages generally prevailed in the modern regions of Iraq, Syria, Jordan, Lebanon, Israel, Palestine, Sinai and the fringes of southeast Turkey and northwest Iran, as well as the Sumerian (a language isolate) in Iraq, whilst in the mountainous areas to the east and north a number of generally unrelated language isolates were found, including; Elamite, Gutian and Kassite in Iran, and Hattic, Kaskian and Hurro-Urartian in Turkey. The precise affiliation of these, and their date of arrival, remain topics of scholarly discussion. However, given lack of textual evidence for the earliest era of prehistory, this debate is unlikely to be resolved in the near future. The evidence that does exist suggests that, by the third millennium BCE and into the second, several language groups already existed in the region. These included: Links between Hurro-Urartian and Hattic and the indigenous languages of the Caucasus have frequently been suggested, but are not generally accepted. See also References Bibliography External links 36°N 40°E / 36°N 40°E / 36; 40 |
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[SOURCE: https://en.wikipedia.org/wiki/Hunt] | [TOKENS: 11172] |
Contents Hunting Hunting is the human practice of seeking, pursuing, capturing, and killing wildlife or feral animals. The most common reasons for humans to hunt are to obtain the animal's body for meat and useful animal products (fur/hide, bone/tusks, horn/antler, etc.), for recreation/taxidermy (see trophy hunting), although it may also be done for resourceful reasons such as removing predators dangerous to humans or domestic animals (e.g. wolf hunting), to eliminate pests and nuisance animals that damage crops/livestock/poultry or spread diseases (see varminting), for trade/tourism (see safari), or for ecological conservation against overpopulation and invasive species (commonly called a cull). Recreationally hunted species are generally referred to as the game, and are usually mammals and birds. A person participating in a hunt is a hunter or (less commonly) huntsman; a natural area used for hunting is called a game reserve; and an experienced hunter who helps organise a hunt and/or manage the game reserve is also known as a gamekeeper. Hunting activities by humans arose in Homo erectus or earlier, in the order of millions of years ago. Hunting has become deeply embedded in various human cultures and was once an important part of rural economies—classified by economists as part of primary production alongside forestry, agriculture, and fishery. Modern regulations (see game law) distinguish lawful hunting activities from illegal poaching, which involves the unauthorised and unregulated killing, trapping, or capture of animals. Apart from food provision, hunting can be a means of population control. Hunting advocates state that regulated hunting can be a necessary component of modern wildlife management, for example to help maintain a healthy proportion of animal populations within an environment's ecological carrying capacity when natural checks such as natural predators are absent or insufficient, or to provide funding for breeding programs and maintenance of natural reserves and conservation parks. However, excessive hunting has also heavily contributed to the endangerment, extirpation and extinction of many animals. Some animal rights and anti-hunting activists regard hunting as a cruel, perverse and unnecessary blood sport. Certain hunting practices, such as canned hunts and trophy tours (especially to poor countries), are considered unethical and exploitative even by some hunters. Marine mammals such as whales and pinnipeds are also targets of hunting, both recreationally and commercially, often with heated controversies regarding the morality, ethics and legality of such practices. The pursuit, harvesting or catch and release of fish and aquatic cephalopods and crustaceans is called fishing, which however is widely accepted and not commonly categorised as a form of hunting. It is also not considered hunting to pursue animals without intent to kill them, as in wildlife photography, birdwatching, or scientific-research activities which involve tranquilizing or tagging of animals, although green hunting is still called so. The practices of netting or trapping insects and other arthropods for trophy collection, or the foraging or gathering of plants and mushrooms, are also not regarded as hunting. Skillful tracking and acquisition of an elusive target has caused the word hunt to be used in the vernacular as a metaphor for searching and obtaining something, as in "treasure hunting", "bargain hunting", "hunting for votes" and even "hunting down" corruption and waste. Etymology The word hunt serves as both a noun ("the act, the practice, or an instance of hunting") and a verb ("to pursue for food or in sport"). The noun has been dated to the early 12th century, from the verb hunt. Old English had huntung, huntoþ. The meaning of "a body of persons associated for the purpose of hunting with a pack of hounds" is first recorded in the 1570s. "The act of searching for someone or something" is from about 1600. The verb, Old English huntian "to chase game" (transitive and intransitive), perhaps developed from hunta "hunter," is related to hentan "to seize," from Proto-Germanic huntojan (the source also of Gothic hinþan "to seize, capture," Old High German hunda "booty"), which is of uncertain origin. The general sense of "search diligently" (for anything) is first recorded c. 1200. Types History Hunting has a long history. It predates the emergence of Homo sapiens (anatomically modern humans) and may even predate the genus Homo. The oldest undisputed evidence for hunting dates to the Early Pleistocene, consistent with the emergence and early dispersal of Homo erectus about 1.7 million years ago (Acheulean). While it is undisputed that Homo erectus were hunters, the importance of this for the emergence of Homo erectus from its australopithecine ancestors, including the production of stone tools and eventually the control of fire, is emphasised in the so-called "hunting hypothesis" and de-emphasised in scenarios that stress omnivory and social interaction. There is no direct evidence for hunting predating Homo erectus, in either Homo habilis or in Australopithecus. The early hominid ancestors of humans were probably frugivores or omnivores, with a partially carnivorous diet from scavenging rather than hunting. Evidence for australopithecine meat consumption was presented in the 1990s. It has nevertheless often been assumed that at least occasional hunting behaviour may have been present well before the emergence of Homo.This can be argued on the basis of comparison with chimpanzees, the closest extant relatives of humans, who also engage in hunting, indicating that the behavioural trait may have been present in the Chimpanzee–human last common ancestor as early as 5 million years ago. The common chimpanzee (Pan troglodytes) regularly engages in troop predation behaviour, where bands of beta males are led by an alpha male. Bonobos (Pan paniscus) have also been observed to occasionally engage in group hunting, although more rarely than Pan troglodytes, mainly subsisting on a frugivorous diet. Indirect evidence for Oldowan era hunting, by early Homo or late Australopithecus, has been presented in a 2009 study based on an Oldowan site in southwestern Kenya. Louis Binford (1986) criticised the idea that early hominids and early humans were hunters. On the basis of the analysis of the skeletal remains of the consumed animals, he concluded that hominids and early humans were mostly scavengers, not hunters, Blumenschine (1986) proposed the idea of confrontational scavenging, which involves challenging and scaring off other predators after they have made a kill, which he suggests could have been the leading method of obtaining protein-rich meat by early humans. Stone spearheads dated as early as 500,000 years ago were found in South Africa. Wood does not preserve well, however, and Craig Stanford, a primatologist and professor of anthropology at the University of Southern California, has suggested that the discovery of spear use by chimpanzees probably means that early humans used wooden spears as well, perhaps, five million years ago. The earliest dated find of surviving wooden hunting spears dates to the very end of the Lower Paleolithic, about 300,000 years ago. The Schöningen spears, found in 1976 in Germany, are associated with Homo heidelbergensis. The hunting hypothesis sees the emergence of behavioral modernity in the Middle Paleolithic as directly related to hunting, including mating behaviour, the establishment of language, culture, and religion, mythology and animal sacrifice. Sociologist David Nibert of Wittenberg University argues that the emergence of the organized hunting of animals undermined the communal, egalitarian nature of early human societies, with the status of women and less powerful males declining as the status of men quickly became associated with their success at hunting, which also increased human violence within these societies. However, 9000-year-old remains of a female hunter along with a toolkit of projectile points and animal processing implements were discovered at the Andean site of Wilamaya Patjxa, Puno District in Peru. Early humans progressively invented tools and techniques for trapping animals. The earliest spears were crafted from wood, with tips toughened by burning. By 15,000 BC, hunters employed wooden and bone spear-launchers to enhance force and distance. These devices were frequently adorned with carvings of creatures. Evidence exists that hunting may have been one of the multiple, or possibly main, environmental factors leading to the Holocene extinction of megafauna and their replacement by smaller herbivores. Humans are thought to have played a very significant role in the extinction of the Australian megafauna that was widespread prior to human occupation. Hunting was a crucial component of hunter-gatherer societies before the domestication of livestock and the dawn of agriculture, beginning about 11,000 years ago in some parts of the world. In addition to the spear, hunting weapons developed during the Upper Paleolithic include the atlatl (a spear-thrower; before 30,000 years ago) and the bow (18,000 years ago). By the Mesolithic, hunting strategies had diversified with the development of these more far-reaching weapons and the domestication of the dog about 15,000 years ago. Evidence puts the earliest known mammoth hunting in Asia with spears to approximately 16,200 years ago. Many species of animals have been hunted throughout history. One theory is that in North America and Eurasia, caribou and wild reindeer "may well be the species of single greatest importance in the entire anthropological literature on hunting" (see also Reindeer Age), although the varying importance of different species depended on the geographic location. Mesolithic hunter-gathering lifestyles remained prevalent in some parts of the Americas, Sub-Saharan Africa, and Siberia, as well as all of Australia, until the European Age of Discovery. They still persist in some tribal societies, albeit in rapid decline. Peoples that preserved Paleolithic hunting-gathering until the recent past include some indigenous peoples of the Amazonas (Aché), some Central and Southern African (San people), some peoples of New Guinea (Fayu), the Mlabri of Thailand and Laos, the Vedda people of Sri Lanka, and a handful of uncontacted peoples. In Africa, one of the last remaining hunter-gatherer tribes are the Hadza of Tanzania. Even as animal domestication became relatively widespread and after the development of agriculture, hunting usually remained a significant contributor to the human food-supply. The supplementary meat and materials from hunting included protein, bone for implements, sinew for cordage, fur, feathers, rawhide and leather used in clothing. Hunting is still vital in marginal climates, especially those unsuited for pastoral uses or for agriculture. For example, Inuit in the Arctic trap and hunt animals for clothing and use the skins of sea mammals to make kayaks, clothing, and footwear. On ancient reliefs, especially from Mesopotamia, kings are often depicted by sculptors as hunters of big game such as lions and are often portrayed hunting from a war chariot - early examples of royalty symbolically and militaristically engaging in hunting as "the sport of kings". The cultural and psychological importance of hunting in ancient societies is represented by deities such as the horned god Cernunnos and lunar goddesses of classical antiquity, the Greek Artemis or Roman Diana. Taboos are often related[citation needed] to hunting, and mythological association of prey species with a divinity could be reflected in hunting restrictions such as a reserve surrounding a temple. Euripides' tale of Artemis and Actaeon, for example, may be seen as a caution against disrespect of prey or against impudent boasting. With the domestication of the dog, birds of prey, and the ferret, various forms of animal-aided hunting developed, including venery (scent-hound hunting, such as fox hunting), coursing (sight-hound hunting), falconry, and ferreting. While these are all associated[citation needed] with medieval hunting, over time, various dog breeds were selected by humans for very precise tasks during the hunt, reflected in such names as "pointer" and "setter". Even as agriculture and animal husbandry became more prevalent, hunting often remained as a part of human culture where the environment and social conditions allowed. Hunter-gatherer societies persisted, even when increasingly confined to marginal areas. And within agricultural systems, hunting served to kill animals that prey upon domestic and wild animals or to attempt to extirpate animals seen by humans as competition for resources such as water or forage. When hunting moved from a subsistence activity to a selective one, two trends emerged: The meaning of the word game in Middle English evolved to include an animal which is hunted. As the domestication of animals for meat grew, subsistence hunting remained among the lowest classes; however, the stylised pursuit of game in European societies became a luxury. Dangerous hunting, such as for lions or wild boars, often done on horseback or from a chariot, had a function similar to tournaments and manly sports. Hunting ranked as an honourable, somewhat competitive pastime to help the aristocracy practice skills of war in times of peace. In most parts of medieval Europe, the upper class obtained the sole rights to hunt in certain areas of a feudal territory. Game in these areas was used as a source of food and furs, often provided via professional huntsmen, but it was also expected to provide a form of recreation for the aristocracy. The importance of this proprietary view of game can be seen in the Robin Hood legends, in which one of the primary charges against the outlaws is that they "hunt the King's deer". In contrast, settlers in Anglophone colonies gloried democratically in hunting for all. In medieval Europe, hunting was considered by Johannes Scotus Eriugena to be part of the set of seven mechanical arts. Although various other animals have been used to aid the hunter, such as ferrets, the dog has assumed many very important uses to the hunter. The domestication of the dog has led to a symbiotic relationship in which the dog's independence from humans is deferred. Though dogs can survive independently of humans, and in many cases do ferally, when raised or adopted by humans the species tends to defer to its control in exchange for habitation, food and support. Dogs today are used to find, chase, retrieve, and sometimes kill game. Dogs allow humans to pursue and kill prey that would otherwise be very difficult or dangerous to hunt. Different breeds of specifically bred hunting dog are used for different types of hunting. Waterfowl are commonly hunted using retrieving dogs such as the Labrador Retriever, the Golden Retriever, the Chesapeake Bay Retriever, the Brittany Spaniel, and other similar breeds. Game birds are flushed out using flushing spaniels such as the English Springer Spaniel, the various Cocker Spaniels and similar breeds. The hunting of wild mammals in England and Wales with dogs was banned under the Hunting Act 2004. The wild mammals include fox, hare, deer and mink. There are, however, exceptions in the Act. Nevertheless, there have been numerous attempts on behalf of activists, pressure groups, etc. to revoke the act over the last two decades. Religion Many prehistoric deities are depicted as predators or prey of humans, often in a zoomorphic form, perhaps alluding to the importance of hunting for most Palaeolithic cultures. In many pagan religions, specific rituals are conducted before or after a hunt; the rituals done may vary according to the species hunted or the season the hunt is taking place. Often a hunting ground, or the hunt for one or more species, was reserved or prohibited in the context of a temple cult.[citation needed] In Roman religion, Diana is the goddess of the hunt. Hindu scriptures describe hunting as an occupation, as well as a sport of the kingly. Even figures considered divine are described to have engaged in hunting. One of the names of the god Shiva is Mrigavyadha (deer-slayer). The word Mriga, in many Indian languages including Malayalam, not only stands for deer, but for all animals and animal instincts (Mriga Thrishna). Shiva, as Mrigavyadha, is the one who destroys the animal instincts in human beings. In the epic Ramayana, Dasharatha, the father of Rama, is said to have the ability to hunt in the dark. During one of his hunting expeditions, he accidentally killed Shravana, mistaking him for game. During Rama's exile in the forest, Ravana kidnapped his wife, Sita, from their hut, while Rama was asked by Sita to capture a golden deer, and his brother Lakshman went after him. According to the Mahabharat, Pandu, the father of the Pandavas, accidentally killed the sage Kindama and his wife with an arrow, mistaking them for a deer.[citation needed] Jainism teaches followers to have tremendous respect for all of life. Prohibitions for hunting and meat eating are the fundamental conditions for being a Jain. Buddhism's first precept is the respect for all sentient life. The general approach by all Buddhists is to avoid killing any living animals. Buddha explained the issue by saying "all fear death; comparing others with oneself, one should neither kill nor cause to kill." In Sikhism, only meat obtained from hunting, or slaughtered with the Jhatka is permitted. The Sikh gurus, especially Guru Hargobind and Guru Gobind Singh were ardent hunters. Many old Sikh Rehatnamas like Prem Sumarag, recommend hunting wild boar and deer. However, among modern Sikhs, the practice of hunting has died down; some even saying that all meat is forbidden. From early Christian times, hunting has been forbidden to Roman Catholic Church clerics. Thus the Corpus Juris Canonici (C. ii, X, De cleric. venat.) says, "We forbid to all servants of God hunting and expeditions through the woods with hounds; and we also forbid them to keep hawks or falcons." The Fourth Council of the Lateran, held under Pope Innocent III, decreed (canon xv): "We interdict hunting or hawking to all clerics." The decree of the Council of Trent is worded more mildly: "Let clerics abstain from illicit hunting and hawking" (Sess. XXIV, De reform., c. xii), which seems to imply that not all hunting is illicit, and canonists generally make a distinction declaring noisy (clamorosa) hunting unlawful, but not quiet (quieta) hunting. Ferraris gives it as the general sense of canonists that hunting is allowed to clerics if it be indulged in rarely and for sufficient cause, as necessity, utility or "honest" recreation, and with that moderation which is becoming to the ecclesiastical state. Ziegler, however, thinks that the interpretation of the canonists is not in accordance with the letter or spirit of the laws of the church. Nevertheless, although a distinction between lawful and unlawful hunting is undoubtedly permissible, it is certain that a bishop can absolutely prohibit all hunting to the clerics of his diocese, as was done by synods at Milan, Avignon, Liège, Cologne, and elsewhere. Benedict XIV declared that such synodal decrees are not too severe, as an absolute prohibition of hunting is more conformable to the ecclesiastical law. In practice, therefore, the synodal statutes of various localities must be consulted to discover whether they allow quiet hunting or prohibit it altogether. Small-scale hunting as a family or subsistence farming activity is recognised by Pope Francis in his encyclical letter, Laudato si', as a legitimate and valuable aspect of employment within the food production system. Hunting is not forbidden in Jewish law, although there is an aversion to it. The great 18th-century authority Rabbi Yechezkel Landau after a study concluded although "hunting would not be considered cruelty to animals insofar as the animal is generally killed quickly and not tortured... There is an unseemly element in it, namely cruelty." The other issue is that hunting can be dangerous and Judaism places an extreme emphasis on the value of human life. Islamic Sharia Law permits hunting of lawful animals and birds if they cannot be easily caught and slaughtered. However, this is only for the purpose of food and not for trophy hunting. National traditions A safari, from a Swahili word meaning "journey, expedition," especially in Africa, is defined as a journey to see or kill animals in their natural environment, most commonly in East Africa. Safari as a distinctive way of hunting was popularized by the US author Ernest Hemingway and President Theodore Roosevelt. A safari may consist of a several-days—or even weeks-long journey, with camping in the bush or jungle, while pursuing big game. Nowadays, it is often used to describe hunting tours through African wildlife. Hunters are usually tourists, accompanied by licensed and highly regulated professional hunters, local guides, skinners, and porters in more difficult terrains.[citation needed] A special safari type is the solo-safari, where all the license acquiring, stalking, preparation, and outfitting is done by the hunter himself. During the feudal and colonial times in British India, hunting or shikar was regarded as a regal sport in the numerous princely states, as many maharajas and nawabs, as well as British officers, maintained a whole corps of shikaris (big-game hunters), who were native professional hunters. They would be headed by a master of the hunt, who might be styled mir-shikar. Often, they recruited the normally low-ranking local tribes because of their traditional knowledge of the environment and hunting techniques. Big game, such as Bengal tigers, might be hunted from the back of an Indian elephant. Regional social norms are generally antagonistic to hunting, while a few sects, such as the Bishnoi, lay special emphasis on the conservation of particular species, such as the antelope. India's Wildlife Protection Act of 1972 bans the killing of all wild animals. However, the Chief Wildlife Warden may, if satisfied that any wild animal from a specified list has become dangerous to human life or is so disabled or diseased as to be beyond recovery, permit any person to hunt such an animal. In this case, the body of any wild animal killed or wounded becomes government property. The practice among the soldiers in British India during the 1770s of going out to hunt snipes, a shorebird considered extremely challenging for hunters due to its alertness, camouflaging colour and erratic flight behavior, is believed to be the origin of the modern word for sniper, as snipe-hunters needed to be stealthy in addition to having tracking skills and marksmanship. The term was used in the nineteenth century, and had become common usage by the First World War. Unarmed fox hunting on horseback with hounds is the type of hunting most closely associated with the United Kingdom; in fact, "hunting" without qualification implies fox hunting. What in other countries is called "hunting" is called "shooting" (birds) or "stalking" (deer) in Britain. Fox hunting is a social activity for the upper classes, with roles strictly defined by wealth and status. Similar to fox hunting in many ways is the chasing of hares with hounds. Pairs of sighthounds (or long-dogs), such as greyhounds, may be used to pursue a hare in coursing, where the greyhounds are marked as to their skill in coursing the hare (but are not intended to actually catch it), or the hare may be pursued with scent hounds such as beagles or harriers. Other sorts of foxhounds may also be used for hunting stags (deer) or mink.[citation needed] Deer stalking with rifles is carried out on foot without hounds, using stealth. These forms of hunting have been controversial in the UK. Animal welfare supporters believe that hunting causes unnecessary suffering to foxes, horses, and hounds. Proponents argue that the activity is a historical tradition. Using dogs to chase wild mammals was made illegal in February 2005 by the Hunting Act 2004; there were a number of exemptions (under which the activity may not be illegal) in the act for hunting with hounds, but no exemptions at all for hare-coursing. Game birds, especially pheasants and red grouse, are shot with shotguns for sport in the UK; the British Association for Shooting and Conservation says that over a million people per year participate in shooting, including game shooting, clay pigeon shooting, and target shooting. Shooting as practiced in Britain, as opposed to traditional hunting, requires little questing for game—around thirty-five million birds are released onto shooting estates every year, some having been factory farmed. Shoots can be elaborate affairs with guns placed in assigned positions and assistants to help load shotguns. When in position, "beaters" move through the areas of cover, swinging sticks or flags to drive the game out. Such events are often called "drives" / driven hunting / driven hunt (e.g., driven grouse shooting). The open season for grouse in the UK begins on 12 August, the so-called Glorious Twelfth. The definition of game in the United Kingdom is governed by the Game Act 1831 (1 & 2 Will. 4. c. 32). A similar tradition, ojeo [es], exists in Spain. North American hunting pre-dates the United States by thousands of years and was an important part of many pre-Columbian Native American cultures. Native Americans retain some hunting rights and are exempt from some laws as part of Indian treaties and otherwise under federal law—examples include eagle feather laws and exemptions in the Marine Mammal Protection Act. This is considered particularly important in Alaskan native communities. Gun usage in hunting is typically regulated by game category, area within the state, and time period. Regulations for big-game hunting often specify a minimum caliber or muzzle energy for firearms. The use of rifles is often banned for safety reasons in areas with high population densities or limited topographic relief. Regulations may also limit or ban the use of lead in ammunition because of environmental concerns. Specific seasons for bow hunting or muzzle-loading black-powder guns are often established to limit competition with hunters using more effective weapons. Hunting in the United States is not associated with any particular class or culture; a 2006 poll showed seventy-eight per cent of Americans supported legal hunting, although relatively few Americans actually hunt. At the beginning of the 21st century, just six per cent of Americans hunted. Southerners in states along the eastern seaboard hunted at a rate of five per cent, slightly below the national average, and while hunting was more common in other parts of the South at nine per cent, these rates did not surpass those of the Plains states, where twelve per cent of Midwesterners hunted. Hunting in other areas of the country fell below the national average. Overall, in the 1996–2006 period, the number of hunters over the age of sixteen declined by ten per cent, a drop attributable to a number of factors including habitat loss and changes in recreation habits. The principles of the fair chase have been a part of the American hunting tradition for over one hundred years. The role of the hunter-conservationist, popularised by Theodore Roosevelt, and perpetuated by Roosevelt's formation of the Boone and Crockett Club, has been central to the development of the modern fair chase tradition. Beyond Fair Chase: The Ethic and Tradition of Hunting, a book by Jim Posewitz, describes fair chase: "Fundamental to ethical hunting is the idea of fair chase. This concept addresses the balance between the hunter and the hunted. It is a balance that allows hunters to occasionally succeed while animals generally avoid being taken." When Internet hunting was introduced in 2005, allowing people to hunt over the Internet using remotely controlled guns, the practice was widely criticised by hunters as violating the principles of fair chase. As a representative of the National Rifle Association of America (NRA) explained, "The NRA has always maintained that fair chase, being in the field with your firearm or bow, is an important element of hunting tradition. Sitting at your desk in front of your computer, clicking at a mouse, has nothing to do with hunting." Animals such as blackbuck, nilgai, axis deer, fallow deer, zebras, barasingha, gazelle and many other exotic game species can now be found on game farms and ranches in Texas, where they were introduced for sport hunting. These hunters can be found paying in excess of $10,000 to take trophy animals on these controlled ranches. The Russian imperial hunts evolved from hunting traditions of early Russian rulers—Grand Princes and Tsars—under the influence of hunting customs of European royal courts. The imperial hunts were organised mainly in Peterhof, Tsarskoye Selo, and Gatchina. Hunting in Australia has evolved around the hunting and eradication of various animals considered to be pests or invasive species . All native animals are protected by law, and certain species such as kangaroos and ducks can be hunted by licensed shooters but only under a special permit on public lands during open seasons. The introduced species that are targeted include European rabbits, red foxes, deer (sambar, hog, red, fallow, chital and rusa), feral cats, pigs, goats, brumbies, donkeys and occasionally camels, as well as introduced upland birds such as quails, pheasants and partridges. New Zealand has a strong hunting culture. When humans arrived, the only mammals present on the islands making up New Zealand were bats, although seals and other marine mammals were present along the coasts. However, when humans arrived they brought other species with them. Polynesian voyagers introduced kuri (dogs), kiore (Polynesian rats), as well as a range of plant species. European explorers further added to New Zealand's biota, particularly pigs which were introduced by either Captain Cook or the French explorer De Surville in the 1700s. During the nineteenth century, as European colonisation took place, acclimatisation societies were established. The societies introduced a large number of species with no use other than as prey for hunting. Species that adapted well to the New Zealand terrain include deer, pigs, goats, hare, tahr and chamois. With wilderness areas, suitable forage, and no natural predators, their populations exploded. Government agencies view the animals as pests due to their effects on the natural environment and on agricultural production, but hunters view them as a resource. Iranian tradition regarded hunting as an essential part of a prince's education, and hunting was well recorded for the education of the upper-class youths during pre-Islamic Persia. As of October 2020, a hunting licensee costs $20,000. The Department of Environment although do not report the number of permits issued. The numbers of licensed hunters in Japan, including those using snares and guns, is generally decreasing, while their average age is increasing. As of 2010[update], there were approximately 190,000 registered hunters, approximately 65% of whom were sixty years old or older. There is a very active tradition of hunting small to medium-sized wild game in Trinidad and Tobago. Hunting is carried out with firearms, slingshots and cage traps, and sometimes aided by the use of hounds. The illegal use of trap guns and snare nets also occurs. With approximately 12,000 to 13,000 hunters applying for and being granted hunting permits in recent years, there is some concern that the practice might not be sustainable. In addition, there are at present no bag limits and the open season is comparatively very long (5 months – October to February inclusive). As such hunting pressure from legal hunters is very high. Added to that, there is a thriving and very lucrative black market for poached wild game (sold and enthusiastically purchased as expensive luxury delicacies) and the numbers of commercial poachers in operation is unknown but presumed to be fairly high. As a result, the populations of the five major mammalian game species (red-rumped agouti, lowland paca, nine-banded armadillo, collared peccary and red brocket deer) are thought to be relatively low when compared to less-hunted regions in nearby mainland South America (although scientifically conducted population studies are only just recently being conducted as of 2013[update]). It appears that the red brocket deer population has been extirpated in Tobago as a result of over-hunting. By some time in the mid 20th century another extirpation due to over-hunting occurred in Trinidad with its population of horned screamer (a large game bird). Various herons, ducks, doves, the green iguana, the cryptic golden tegu, the spectacled caiman, the common opossum and the capybara are also commonly hunted and poached. There is also some poaching of 'fully protected species', including red howler monkey and capuchin monkeys, southern tamandua, Brazilian porcupine, yellow-footed tortoise, the critically endangered island endemic Trinidad piping guan and even one of the national birds, the scarlet ibis. Legal hunters pay relatively small fees to obtain hunting licenses and undergo no official basic conservation biology or hunting-ethics/fair chase training and are not assessed regarding their knowledge and comprehension of the local wildlife conservation laws. There is presumed to be relatively little subsistence hunting in the country (with most hunting for either sport or commercial profit). The local wildlife management authorities are under-staffed and under-funded, and as such little in the way of enforcement is done to uphold existing wildlife management laws, with hunting/poaching occurring both in and out of season and even in wildlife sanctuaries. There is some indication that the government is beginning to take the issue of wildlife management more seriously, with well drafted legislation being brought before Parliament in 2015. It remains to be seen if the drafted legislation will be fully adopted and financially supported by the current and future governments, and if the general populace will move towards a greater awareness of the importance of wildlife conservation and change the culture of wanton consumption to one of sustainable management. Wildlife management Hunting is claimed to give resource managers an important tool in managing populations that might exceed the carrying capacity of their habitat and threaten the well-being of other species, or, in some instances, damage human health or safety. In some cases, hunting actually can increase the population of predators such as coyotes by removing territorial bounds that would otherwise be established, resulting in excess neighbouring migrations into an area, thus artificially increasing the population. Hunting advocates[who?] assert that hunting reduces intraspecific competition for food and shelter, reducing mortality among the remaining animals. Some environmentalists assert[who?] that (re)introducing predators would achieve the same end with greater efficiency and less negative effect, such as introducing significant amounts of free lead into the environment and food chain. In the United States, wildlife managers are frequently part of hunting regulatory and licensing bodies, where they help to set rules on the number, manner and conditions in which game may be hunted. Management agencies sometimes rely on hunting to control specific animal populations, as has been the case with deer in North America. These hunts may sometimes be carried out by professional shooters, although others may include amateur hunters. Many US city and local governments hire professional and amateur hunters each year to reduce populations of animals such as deer that are becoming hazardous in a restricted area, such as neighbourhood parks and metropolitan open spaces. A large part of managing populations involves managing the number and, sometimes, the size or age of animals harvested so as to ensure the sustainability of the population. Tools that are frequently used to control harvest are bag limits and season closures, although gear restrictions such as archery-only seasons are becoming increasingly popular in an effort to reduce hunter success rates in countries that rely on bag limits per hunter instead of per area. Laws Illegal hunting and harvesting of wild species contrary to local and international conservation and wildlife management laws is called poaching. Game preservation is one of the tactics used to prevent poaching. Violations of hunting laws and regulations involving poaching are normally punishable by law. Punishment can include confiscation of equipment, fines or a prison sentence. The right to hunt—sometimes in combination with the right to fish—is protected implicitly, as a consequence of the right of ownership, or explicitly, as a right on its own, in a number of jurisdictions. For instance, as of 2019, a total of 22 U.S. states explicitly recognize a subjective right to hunt in their constitutions. Bag limits are provisions under the law that control how many animals of a given species or group of species can be killed, although there are often species for which bag limits do not apply. There are also jurisdictions where bag limits are not applied at all or are not applied under certain circumstances. The phrase bag limits come from the custom among hunters of small game to carry successful kills in a small basket, similar to a fishing creel. Where bag limits are used, there can be daily or seasonal bag limits; for example, ducks can often be harvested at a rate of six per hunter per day. Big game, like moose, most often have a seasonal bag limit of one animal per hunter.[citation needed] Bag limits may also regulate the size, sex, or age of animal that a hunter can kill. In many cases, bag limits are designed to allocate harvest among the hunting population more equitably rather than to protect animal populations, as protecting the population would necessitate regional density-dependent maximum bags. A closed season is a time during which hunting an animal of a given species is contrary to law. Typically, closed seasons are designed to protect a species when they are most vulnerable or to protect them during their breeding season. By extension, the period that is not the closed season is known as the open season. Methods Historical, subsistence, and sport hunting techniques can differ radically, with modern hunting regulations often addressing issues of where, when, and how hunts are conducted. Techniques may vary depending on government regulations, a hunter's personal ethics, local custom, hunting equipment, and the animal being hunted. Often a hunter will use a combination of more than one technique. Laws may forbid sport hunters from using some methods used primarily in poaching and wildlife management. Statistics (millions) the total population hunters/inhabitants Trophy hunting Trophy hunting is the selective seeking and killing of wild game animals to take trophies for personal collection, bragging rights or as a status symbol. It may also include the controversial hunting of captive or semi-captive animals expressly bred and raised under controlled or semi-controlled conditions so as to attain trophy characteristics; this is sometimes known as canned hunts. In the 19th century, southern and central European sport hunters often pursued game only for a trophy, usually the head or pelt of an animal, which was then displayed as a sign of prowess. The rest of the animal was typically discarded. Some cultures, however, disapprove of such waste. In Nordic countries, hunting for trophies was—and still is—frowned upon. Hunting in North America in the 19th century was done primarily as a way to supplement food supplies, although it is now undertaken mainly for sport.[citation needed] The safari method of hunting was a development of sport hunting that saw elaborate travel in Africa, India and other places in pursuit of trophies. In modern times, trophy hunting persists and is a significant industry in some areas.[citation needed] According to the U.S. Fish and Wildlife Service, hunting "provides an economic incentive" for ranchers to continue to breed those species, and that hunting "reduces the threat of the species' extinction." A scientific study in the journal, Biological Conservation, states that trophy hunting is of "major importance to conservation in Africa by creating economic incentives for conservation over vast areas, including areas which may be unsuitable for alternative wildlife-based land uses such as photographic ecotourism." However, another study states that less than 3% of a trophy hunters' expenditures reach the local level, meaning that the economic incentive and benefit is "minimal, particularly when we consider the vast areas of land that hunting concessions occupy." Financial incentives from trophy hunting effectively more than double the land area that is used for wildlife conservation, relative to what would be conserved relying on national parks alone according to Biological Conservation, although local communities usually derive no more than 18 cents per hectare from trophy hunting. Trophy hunting has been considered essential for providing economic incentives to conserve large carnivores according to research studies in Conservation Biology, Journal of Sustainable Tourism, Wildlife Conservation by Sustainable Use, and Animal Conservation. Studies by the Centre for Responsible Tourism and the IUCN state that ecotourism, which includes more than hunting, is a superior economic incentive, generating twice the revenue per acre and 39 times more permanent employment. At the cross-section of trophy hunting, ecotourism and conservation is green hunting, a trophy hunting alternative where hunters pay to dart animals that need to be tranquilized for conservation projects. The U.S. House Committee on Natural Resources in 2016 concluded that trophy hunting may be contributing to the extinction of certain animals. Animal welfare organizations, including the International Fund for Animal Welfare, claim that trophy hunting is a key factor in the "silent extinction" of giraffes. According to a national survey that the U.S. Fish and Wildlife Service conducts every five years, fewer people are hunting, even as population rises. National Public Radio reported, a graph shows 2016 statistics, that only about 5 per cent of Americans, 16 years old and older, actually hunt, which is half of what it was 50 years ago. The decline in popularity of hunting is expected to accelerate over the next decade, which threatens how US will pay for conservation. Trophy hunting is most often criticised when it involves rare or endangered animals. Opponents may also see trophy hunting as an issue of morality or animal cruelty, criticising the killing of living creatures for recreation. Victorian era dramatist W. S. Gilbert remarked, "Deer-stalking would be a very fine sport if only the deer had guns." There is also debate about the extent to which trophy hunting benefits the local economy. Hunters pay substantial fees to the game outfitters and hunting guides which contributes to the local economy and provides value to animals that would otherwise be seen as competition for grazing, livestock, and crops. However, the argument is disputed by animal welfare organizations and other opponents of trophy hunting. It is argued that the animals are worth more to the community for ecotourism than hunting. Economics A variety of industries benefit from hunting and support hunting on economic grounds. In Tanzania, it is estimated that a safari hunter spends fifty to one hundred times that of the average ecotourist. While the average photo tourist may seek luxury accommodation, the average safari hunter generally stays in tented camps. Safari hunters are also more likely to use remote areas, uninviting to the typical ecotourist. Advocates argue that these hunters allow for anti-poaching activities and revenue for local communities.[citation needed] In the United Kingdom, the game hunting of birds as an industry is said to be extremely important to the rural economy. The Cobham Report of 1997 suggested it to be worth around £700 million, and hunting and shooting lobby groups claimed it to be worth over a billion pounds less than ten years later.[citation needed] Hunting also has a significant financial impact in the United States, with many companies specialising in hunting equipment or speciality tourism. Many different technologies have been created to assist hunters. Today's hunters come from a broad range of economic, social, and cultural backgrounds. In 2001, over thirteen million hunters averaged eighteen days hunting, and spent over $20.5 billion on their sport. In the US, proceeds from hunting licenses contribute to state game management programs, including preservation of wildlife habitat. Hunting contributes to a portion of caloric intake of people and may have positive impacts on greenhouse gas emissions by avoidance of utilization of meat raised under industrial methods. Environmental problems Lead bullets that miss their target or remain in an unretrieved carcass could become a toxicant in the environment but lead in ammunition because of its metallic form has a lower solubility and higher resistance to corrosion than other forms of lead making it hardly available to biological systems. Waterfowl or other birds may ingest the lead and poison themselves with the neurotoxicant, but studies have demonstrated that effects of lead in ammunition are negligible on animal population size and growth. Since 1991, US federal law forbids lead shot in waterfowl hunts, and 30 states have some type of restriction. In December 2014, a federal appeals court denied a lawsuit by environmental groups that the EPA must use the Toxic Substances Control Act to regulate lead in shells and cartridges. The groups sought EPA to regulate "spent lead", yet the court found EPA could not regulate spent lead without also regulating cartridges and shells. Conservation Hunters have been driving forces throughout history in the movement to ensure the preservation of wildlife habitats and wildlife for further hunting. However, excessive hunting and poachers have also contributed heavily to the endangerment, extirpation and extinction of many animals, such as the quagga, the great auk, Steller's sea cow, the thylacine, the bluebuck, the Arabian oryx, the Caspian and Javan tigers, the markhor, the Sumatran rhinoceros, the bison, the North American cougar, the Altai argali sheep, the Asian elephant and many more, primarily for commercial sale or sport. All these animals have been hunted to endangerment or extinction. Poaching currently threatens bird and mammalian populations around the world. The 2019 Global Assessment Report on Biodiversity and Ecosystem Services lists the direct exploitation of organisms, including hunting, as the second leading cause of biodiversity loss, after land use for agriculture. In 2022, IPBES released another report which stated that unsustainable hunting, along with unsustainable logging and fishing, are primary drivers of the global extinction crisis. A 2023 study published in BioScience posited that the prioritizing of hunting by state agencies in the United States over the rewinding of key species is "reinforcing" the loss of biodiversity. In 1937, American hunters successfully lobbied the US Congress to pass the Pittman-Robertson Wildlife Restoration Act, which placed an eleven per cent tax on all hunting equipment. This self-imposed tax now generates over $700 million each year and is used exclusively to establish, restore and protect wildlife habitats. The act is named for Nevada Senator Key Pittman and Virginia Congressman Absalom Willis Robertson. On 16 March 1934, President Franklin D. Roosevelt signed the Migratory Bird Hunting Stamp Act, which requires an annual stamp purchase by all hunters over the age of sixteen. The stamps are created on behalf of the program by the US Postal Service and depict wildlife artwork chosen through an annual contest. They play an important role in habitat conservation because ninety-eight per cent of all funds generated by their sale go directly toward the purchase or lease of wetland habitat for protection in the National Wildlife Refuge System. In addition to waterfowl, it is estimated that one third of the nation's endangered species seek food and shelter in areas protected using Duck Stamp funds. Since 1934, the sale of Federal Duck Stamps has generated $670 million, and helped to purchase or lease 5,200,000 acres (8,100 sq mi; 21,000 km2) of habitat. The stamps serve as a license to hunt migratory birds, an entrance pass for all National Wildlife Refuge areas, and are also considered collector's items often purchased for aesthetic reasons outside of the hunting and birding communities. Although non-hunters buy a significant number of Duck Stamps, eighty-seven per cent of their sales are contributed by hunters. Distribution of funds is managed by the Migratory Bird Conservation Commission (MBCC). The Arabian oryx, a species of large antelope, once inhabited much of the desert areas of the Middle East. Native Bedouin tribes had long hunted the oryx using camels and arrows. Oil exploration made the habitat increasingly accessible, and the species' striking appearance made it (along with the closely related scimitar-horned oryx and addax) a popular quarry for sport hunters, including foreign executives of oil companies. The use of automobiles and high-powered rifles destroyed their only advantage: speed, and they became extinct in the wild exclusively due to sport hunting in 1972. The scimitar-horned oryx followed suit, while the addax became critically endangered. However, the Arabian oryx has now made a comeback and been upgraded from "extinct in the wild" to "vulnerable" due to conservation efforts like captive breeding. The markhor is an endangered species of wild goat which inhabits the mountains of Central Asia and Pakistan. The colonization of these regions by Britain gave British sport hunters access to the species, and they were hunted heavily, almost to the point of extinction. Only their willingness to breed in captivity and the inhospitability of their mountainous habitat prevented this. Despite these factors, the markhor is still endangered. The American bison is a large bovid which inhabited much of western North America prior to the 1800s, living on the prairies in large herds. However, the vast herds of bison attracted market hunters, who killed dozens of bison for their hides only, leaving the rest to rot. Thousands of these hunters quickly eliminated the bison herds, bringing the population from several million in the early 1800s to a few hundred by the 1880s. Conservation efforts have allowed the population to increase, but the bison remains near-threatened due to lack of habitat. The Journal of International Wildlife Law and Policy cites that the legalization of white rhinoceros hunting in South Africa motivated private landowners to reintroduce the species onto their lands. As a result, the country saw an increase in white rhinos from fewer than one hundred individuals to more than 11,000, even while a limited number were killed as trophies. However, the illegal hunting of rhinoceros for their horns is highly damaging to the population and is currently growing globally, with 1004 being killed in South Africa alone according to the most recent estimate. The White Rhino (along with the other 4 rhino species) are poached due to beliefs that the Rhinos horns can be used to cure Cancer, Arthritis and other diseases and illnesses, even though they are scientifically proven wrong. According to Richard Conniff, Namibia is home to 1,750 of the roughly 5,000 black rhinos surviving in the wild because it allows trophy hunting of various species. Namibia's mountain zebra population has increased to 27,000 from 1,000 in 1982. Elephants, which "are gunned down elsewhere for their ivory", have gone to 20,000 from 15,000 in 1995. Lions, which were on the brink of extinction "from Senegal to Kenya", are increasing in Namibia. In contrast, Botswana in 2012 banned trophy hunting following a precipitous wildlife decline. The numbers of antelope plummeted across Botswana, with a resultant decline in predator numbers, while elephant numbers remained stable and hippopotamus numbers rose. According to the government of Botswana, trophy hunting is at least partly to blame for this, but many other factors, such as poaching, drought and habitat loss are also to blame. Uganda recently did the same, arguing that "the share of benefits of sport hunting were lopsided and unlikely to deter poaching or improve [Uganda's] capacity to manage the wildlife reserves." In 2020, Botswana reopened trophy hunting on public lands. A study published by the Wildlife Society concluded that hunting and trapping are cost effective tools that reduce wildlife damage by reducing a population below the capacity of the environment to carry it and changing the behaviors of animals to stop them from causing damage. The study furthermore states that the cessation of hunting could cause wildlife to be severely harmed, rural property values to fall, and the incentive of landowners to maintain natural habitats to diminish. Although deforestation and forest degradation have long been considered the most significant threats to tropical biodiversity, across Southeast Asia (Northeast India, Indochina, Sundaland, Philippines) substantial areas of natural habitat have few wild animals (>1 kg), bar a few hunting‐tolerant species. Opposition Animal rights activists argue that killing animals for sport is unethical, cruel, and unnecessary. They note the suffering and cruelty inflicted on animals hunted for sport: "Many animals endure prolonged, painful deaths when they are injured but not killed by hunters. Hunting disrupts migration and hibernation patterns and destroys families." Animal rights activists also comment that hunting is not needed to maintain an ecological balance, and that "nature takes care of its own". They say that hunting can be combated on public lands by "spread[ing] deer repellent or human hair (from barber shops) near hunting areas". Animal rights activists also argue that hunting is speciesist: Whether hunters try to justify their killing by citing human deaths caused by wild animals, by making conservationist claims, by claiming that it's acceptable to hunt as long as the animals' bodies are eaten, or simply because of the pleasure it brings them, the fact remains that hunting is morally unacceptable if we consider the interests of nonhuman animals. Hunted animals endure fear and pain, and then are deprived of their lives. Understanding the injustices of speciesism and the interests of nonhuman animals makes it clear that human pleasure cannot justify nonhuman animals' pain. In the arts See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Template_talk:Area_networks] | [TOKENS: 145] |
Contents Template talk:Area networks Wanted Pages? I wanted to bring up an edit which included the following Wanted pages: As a result of subsequent edits I went ahead and commented out all remaining red links from the template for aesthetic reasons. I'm bringing this topic into the talk page for more practical reasons: Do these topics have sufficient supporting reference materials to make proper articles? Or would it be better to simply remove all the unused entries? A quick search revealed some potential articles for one topic (listed above) but I don't generally start new articles on Wikipedia, so I'm bringing the topic out to the general community. --Stux (talk) 21:44, 12 February 2022 (UTC)[reply] |
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[SOURCE: https://en.wikipedia.org/wiki/Microsoft_Azure] | [TOKENS: 2756] |
Contents Microsoft Azure Microsoft Azure, sometimes stylized Azure, and formerly Windows Azure, is the cloud computing platform developed by Microsoft. It offers management, access and development of applications and services to individuals, companies, and governments through its global infrastructure. It also provides capabilities that are usually not included within other cloud platforms, including software as a service (SaaS), platform as a service (PaaS), and infrastructure as a service (IaaS). Microsoft Azure supports many programming languages, tools, and frameworks, including Microsoft-specific and third-party software and systems. Azure was first introduced at the Professional Developers Conference (PDC) in October 2008 under the codename "Project Red Dog". It was officially launched as Windows Azure in February 2010 and later renamed to Microsoft Azure on March 25, 2014. Services Microsoft Azure uses large-scale virtualization at Microsoft data centers worldwide and offers more than 600 services. Microsoft Azure offers a service level agreement (SLA) that guarantees 99.9% availability for applications and data hosted on its platform, subject to specific terms and conditions outlined in the SLA documentation. The Microsoft Azure Service Bus allows applications running on Azure premises or off-premises devices to communicate with Azure. This helps to build scalable and reliable applications in a service-oriented architecture (SOA). The Azure service bus supports four different types of communication mechanisms: A PaaS offering that can be used for encoding, content protection, streaming, or analytics. Azure has a worldwide content delivery network (CDN) designed to efficiently deliver audio, video, applications, images, and other static files. It improves the performance of websites by caching static files closer to users, based on their geographic location. Users can manage the network using a REST-based HTTP API. Azure has 118 point-of-presence locations across 100 cities worldwide (also known as Edge locations) as of January 2023. Through Azure Blockchain Workbench, Microsoft is providing the required infrastructure to set up a consortium network in multiple topologies using a variety of consensus mechanisms. Microsoft provides integration from these blockchain platforms to other Microsoft services to streamline the development of distributed applications. Microsoft supports many general-purpose blockchains, including Ethereum and Hyperledger Fabric and purpose-built blockchains like Corda. Azure functions are used in serverless computing architectures, where subscribers can execute code as an event-driven Function-as-a-Service (FaaS) without managing the underlying server resources. Customers using Azure functions are billed based on per-second resource consumption and executions. Azure Local (previously Azure Stack HCI) is a hyper-converged infrastructure (HCI) product that uses validated hardware to run virtualized workloads on-premises to consolidate aging infrastructure and connect to Azure for cloud services. Launched in September 2020, Azure Orbital lets private industries and government agencies process satellite data quickly by connecting directly to cloud computing networks. Mobile cloud computing ground stations are also available to provide connectivity to remote locations without ground infrastructure. Third-party satellite systems, like SpaceX's Starlink and SES' O3b constellation, can be employed. SES plans to use Microsoft's data centers to provide cloud connectivity to remote areas through its next generation O3b mPOWER MEO satellites alongside Microsoft's data centers. The company will deploy satellite control and uplink ground stations to achieve this. SES launched the first two O3b mPOWER satellites in December 2022; nine more are scheduled between 2023 and 2024. The service should begin in Q3 2023. According to Microsoft, using satellites to connect to cloud data centers may provide faster speeds than complex fiber routes. For online media, entertainment, or gaming activities, connecting from home to the cloud can involve longer routes with multiple hops. Through their experiments with Xbox Cloud, Microsoft has discovered that satellite connections are faster than terrestrial networks in certain parts of the world, including specific locations in the USA. In August 2024, Azure introduced the industry's first platform-managed container-native storage solution in the public cloud. This service supports Ephemeral Disks (Local NVMe/Temp SSD) and Azure Disks, offering a robust storage solution tailored for containerized applications. Released for public preview in 2021. Azure Quantum provides access to quantum hardware and software. The public cloud computing platform includes multiple quantum hardware modalities including trapped ion, neutral atom, and superconducting systems. Azure Quantum Elements software for computational chemistry and materials science combines AI, high-performance computing and quantum processors to run molecular simulations and calculations. The service includes Copilot, a GPT-4 based large language model tool to query and visualize data, write code, and initiate simulations. In 2021, Microsoft developed the quantum programming language Q# (pronounced Q Sharp) and an open-source quantum development kit for algorithm development and simulation. In 2023, Microsoft developed Quantum Intermediate Representation (QIR) from LLVM as a common interface between programming languages and target quantum processors. The Azure Quantum Resource Estimator estimates the resources required to execute a given quantum algorithm on a fault-tolerant quantum computer. It can also show how future quantum computers will impact today's encryption algorithms. Regional expansion As of 2018, Azure was available in 54 regions, and Microsoft was the first primary cloud provider to establish facilities in Africa, with two regions in South Africa. Azure geographies consist of multiple Azure Regions, like "North Europe" (located in Dublin, Ireland) and "West Europe" (located in Amsterdam, Netherlands). On June 19, 2019, Microsoft announced the launch of two new cloud regions in the United Arab Emirates – Microsoft's first in the Middle East. On March 6, 2025, the company announced a strategic partnership with the Government of Kuwait, represented by the Central Agency for Information Technology (CAIT) and the Communication and Information Technology Regulatory Authority (CITRA). This collaboration aims to accelerate digital transformation efforts aligned with Kuwait's Vision 2035. The partnership will focus on creating an AI-powered Azure Region to enhance local AI capabilities, stimulate economic growth, and drive innovation across various industries. Research partnerships Microsoft has partners that sell its products. In August 2018, Toyota Tsusho began a partnership with Microsoft to create fish farming tools using the Microsoft Azure application suite for IoT technologies related to water management. Developed in part by researchers from Kindai University, the water pump mechanisms use artificial intelligence to count the number of fish on a conveyor belt, analyze the number of fish, and deduce the effectiveness of water flow from the data the fish provide. The specific computer programs used in the process fall under the Azure Machine Learning and the Azure IoT Hub platforms. Design Microsoft Azure utilizes a specialized operating system with the same name to power its "fabric layer". This cluster is hosted at Microsoft's data centers and is responsible for managing computing and storage resources and allocating them to applications running on the Microsoft Azure platform. It is a "cloud layer" built upon various Windows Server systems, including the customized Microsoft Azure Hypervisor, which is based on Windows Server 2008 and enables the virtualization of services. The Microsoft Azure Fabric Controller maintains the scalability and dependability of services and environments in the data center. It prevents failure in server malfunction and manages users' web applications, including memory allocation and load balancing. Azure provides an API built on REST, HTTP, and XML that allows a developer to interact with the services offered by Microsoft Azure. Microsoft also provides a client-side managed class library that encapsulates the functions of interacting with the services. It also integrates with Microsoft Visual Studio, Git, and Eclipse. Users can manage Azure services in multiple ways, one of which is through the Web-based Azure Portal, which became generally available in December 2015. Apart from accessing services via API, users can browse active resources, adjust settings, launch new resources, and view primary monitoring data of functional virtual machines and services using the portal. Regarding cloud resources, Microsoft Azure offers two deployment models: the "classic" model and the Azure Resource Manager. In the classic model, each resource, like a virtual machine or SQL database, had to be managed separately, but in 2014, Azure introduced the Azure Resource Manager, which allows users to group related services. This update makes it easier and more efficient to deploy, manage, and monitor resources that work closely together. The classic model will eventually be phased out. In January 2025, Microsoft announced plans to invest $80 billion in AI and data centers as part of its fiscal year 2025 budget. This investment would enhance the scalability and performance of Azure's cloud infrastructure, which supports AI-driven applications, including services developed through Microsoft's partnership with OpenAI. History and timeline In 2005, Microsoft took over Groove Networks, and Bill Gates made Groove's founder Ray Ozzie one of his 5 direct reports as one of 3 chief technology officers. Ozzie met with Amitabh Srivastava, which let Srivastava change course. They convinced Dave Cutler to postpone his retirement, and their teams developed a cloud operating system. At fiscal year-end 2025, Microsoft reported that Azure surpassed US$75 billion in annual revenue and operated over 400 datacenters across 70 regions. Privacy According to the Patriot Act, Microsoft has acknowledged that the U.S. government can access data even if the hosting company is not American and the data is outside the U.S. To address concerns related to privacy and security, Microsoft has established the Microsoft Azure Trust Center. Microsoft Azure offers services that comply with multiple compliance programs, including ISO 27001:2005 and HIPAA. A comprehensive and up-to-date list of these services is available on the Microsoft Azure Trust Center Compliance page. Microsoft Azure received JAB Provisional Authority to Operate (P-ATO) from the U.S. government under the Federal Risk and Authorization Management Program (FedRAMP) guidelines. This program provides a standardized approach to security assessment, authorization, and continuous monitoring for cloud services used by the federal government. Controversies Microsoft Azure has faced significant criticism from human rights advocates and activists under the campaign No Azure for Apartheid, which accuses the company of providing cloud and AI services to entities involved in oppressive policies, particularly in occupied Palestinian territories. Critics argue that Azure's technology could enable surveillance, displacement, and systemic discrimination, drawing parallels to historic complicity in apartheid regimes. Similar concerns have been raised about other tech giants, like with the No Tech for Apartheid, but Microsoft's government contracts and military partnerships have placed it under intense scrutiny. Protesters demand transparency, ethical oversight, and the termination of contracts that may facilitate human rights violations. Microsoft has defended its compliance with international laws, but opponents insist that mere legal adherence is insufficient when technologies could exacerbate oppression. The debate reflects broader tensions between corporate profits, technological ethics, and accountability in conflict zones. Significant outages The following is a list of Microsoft Azure outages and service disruptions. Certifications A large variety of Azure certifications can be attained, each requiring one or multiple successfully completed examinations. Certification levels range from beginner, intermediate to expert. Examples of common certifications include: Key people Issues Microsoft Azure's services can have varied and complex pricing models. The Azure Portal can be slow and prone to user errors. In August 2021, researchers from Wiz Research claimed to have discovered a vulnerability in the Azure Cosmos DB database, referred to as "ChaosDB." They claimed that they had gained complete unrestricted access to the accounts and databases of several thousand Microsoft Azure customers. In August 2021, Microsoft claimed they mitigated the vulnerability and no customer data was accessed. In September 2021, researchers from Palo Alto Networks claimed to discover a significant cross-account takeover vulnerability in Azure Container Instances, named "Azurescape". According to Palo Alto Networks' researchers, this vulnerability is the first known instance that allows one user of a public cloud service to escape their environment and execute code on other users' environments within the same service. Although Microsoft quickly patched the issue, Palo Alto Networks advised Azure customers to revoke any privileged credentials deployed before August 31, 2021, as a precaution. In September 2021, Microsoft claimed they fixed the vulnerability. In September 2021, researchers from Wiz Research claimed they found four critical vulnerabilities in the Open Management Infrastructure (OMI), which is Azure's software agent deployed on a large portion of Linux VMs in Azure. The researchers named it "OMIGOD" and claimed that these vulnerabilities allowed for remote code execution within the Azure network and could escalate privileges to root. They claimed that the vulnerabilities affected various Azure services, including Azure Log Analytics, Azure Diagnostics, and Azure Security Center. In response, Microsoft announced that it had released fixes for the aforementioned vulnerabilities in September 2021. In July 2023, U.S. Senator Ron Wyden called on the Cybersecurity and Infrastructure Security Agency (CISA), the Justice Department, and the Federal Trade Commission to hold Microsoft accountable for what he described as "negligent cybersecurity practices." This came in the wake of an alleged cyberattack orchestrated by Chinese hackers, who exploited a vulnerability in Microsoft's software to compromise U.S. government email systems. Similarly, Amit Yoran, the CEO of cybersecurity firm Tenable, Inc., lambasted Microsoft for what he termed "grossly irresponsible" actions, accusing the company of fostering a "culture of toxic obfuscation." The Cyber Safety Review Board produced a report that blamed Microsoft about a cascade of security failures that allowed the intrusion to succeed. Microsoft's security culture was called inadequate. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Bar_and_bat_mitzvah] | [TOKENS: 4016] |
Contents Bar and bat mitzvah A bar mitzvah (masc.) or bat mitzvah (fem.)[a] is a coming of age ritual in Judaism. According to Jewish law, before children reach a certain age, the parents are responsible for their child's actions. Once Jewish children reach that age, they are said to "become" b'nai mitzvah, at which point they begin to be held accountable for their own actions. Traditionally, the father of a bar or bat mitzvah offers thanks to God that he is no longer punished for his child's sins. In Orthodox communities, boys become bar mitzvah at 13 and girls become bat mitzvah at 12. In most Reform, Reconstructionist, and Conservative communities, the milestone is 13 regardless of gender. After this point, children are also held responsible for knowing Jewish ritual law, tradition, and ethics, and are able to participate in all areas of Jewish community life to the same extent as adults. In some Jewish communities, men's and women's roles differ in certain respects. For example, in Orthodox Judaism, once a boy turns 13, it is permitted to count him for the purpose of determining whether there is a prayer quorum, and he may lead prayer and other religious services in the family and the community. Bar mitzvah is mentioned in the Mishnah and the Talmud. Some classic sources identify the age at which children must begin to participate in the ritual at the age of 13 for boys and 12 for girls. The age of b'nai mitzvah roughly coincides with the onset of puberty. The bar/bat mitzvah ceremony is usually held on the first Shabbat after the birthday on which the child reaches the eligible age. Etymology Bar (בַּר) is a Jewish Babylonian Aramaic word meaning 'son' (בֵּן, ben in Hebrew), while bat (בַּת), in Hebrew, means 'daughter'. Mitzvah (מִצְוָה) is Hebrew for 'commandment' or 'law'. Thus, bar mitzvah and bat mitzvah literally translate to 'son of commandment' and 'daughter of commandment', respectively. However, in rabbinical usage, the word bar means 'under the category of' or 'subject to'. Bar mitzvah therefore translates to '[one] who is subject to the law'. Although the term is commonly used to refer to the ritual itself, the phrase originally refers to the person.[citation needed] History The modern method of celebrating becoming a bar mitzvah did not exist in the time of the Hebrew Bible, Mishnah, or Talmud. Early rabbinic sources specify 13 as the age at which a boy becomes a legal adult; however, the celebration of this occasion is not mentioned until the Middle Ages (from approximately 500 CE to 1500 CE; see post-classical history). Some late midrashic sources, and some medieval sources refer to a synagogue ceremony performed upon the boy's reaching age thirteen: Later on are references to a festive celebration on this occasion: The Bible does not explicitly specify the age of 13. Passages in the books of Exodus and Numbers note the age of majority for army service as twenty. Machzor Vitri notes that Genesis 34:25 refers to Levi as a "man", when a calculation from other verses suggests that Levi was aged 13 at the time. The age of thirteen is mentioned in the Mishnah as the time one is obligated to observe the Torah's commandments: "At five years old one should study the Scriptures, at ten years for the Mishnah, at 13 for the commandments..." Elsewhere, the Mishnah lists the ages (13 for boys and 12 for girls) at which a vow is considered automatically valid; the Talmud explains this as a result of the 13-year-old being a "man", as required in Numbers 6:2. (For one year before this age, the vows are conditionally valid, depending on whether the boy or girl has signs of physical maturity.) Other sources also list thirteen as the age of majority with respect to following the commandments of the Torah, including: The term "bar mitzvah" appears first in the Talmud, meaning "one who is subject to the law", though it does not refer to age. The term "bar mitzvah", in reference to age, cannot be clearly traced earlier than the 14th century, the older rabbinical term being "gadol" (adult) or "bar 'onshin" (one legally responsible for own misdoings). Significance Reaching the age of bar or bat mitzvah signifies becoming a full-fledged member of the Jewish community with the responsibilities that come with it. These include moral responsibility for one's own actions; eligibility to be called to read from the Torah and lead or participate in a minyan; the right to possess personal property and to legally marry on one's own according to Jewish law; the duty to follow the 613 laws of the Torah and keep the halakha; and the capacity to testify as a witness in a beth din (rabbinical court) case. Many congregations require pre-bar mitzvah children to attend a minimum number of Shabbat prayer services at the synagogue, study at a Hebrew school, take on a charity or community service project and maintain membership in good standing with the synagogue. In addition to study and preparation offered through the synagogue and Hebrew schools, bar mitzvah tutors may be hired to prepare the child through the study of Hebrew, Torah cantillation and basic Jewish concepts.[citation needed] According to Rabbi Mark Washofsky, "The Reform Movement in North America has struggled over the bar/bat mitzvah. At one time, this ceremony was on the verge of extinction in Reform congregations. Most of them preferred to replace bar/bat mitzvah with confirmation, which they considered a more enlightened and appropriate ceremony for modern Jews. Yet the enduring popularity of bar/bat mitzvah prevailed and today, in our communities, bar/bat mitzvah is 'virtually universally observed' by Reform Jews." In 2012, concern about the high post-bar/bat mitzvah drop-out rate led the Union for Reform Judaism to launch the B'nai Mitzvah Revolution, an effort to shift Reform congregations away from "the long-held assumption that religious school is about preparing kids for their bar/bat mitzvah" and focus instead on teaching them how to become committed and involved members of the Jewish community. Aliyah to the Torah The widespread practice is that shortly after a boy turns 13, they are called up for an aliyah, the ceremony of reading a portion of the Torah section of the day. On the Sabbath, there are seven main sections, plus an eighth, known as maftir, which is also connected to the reading of that day's haftorah section. It is most common to give the child the maftir reading. In most synagogues, a designated officiant, the ba'al korei, reads all of the Torah portions, and the people receiving each aliyah only say the blessings before and after their portion is read. A bar mitzvah boy may learn to act as the ba'al korei, either for the entire service, for just his aliyah, or any range in-between. He may also be ba'al korei for the haftorah portion if he receives the maftir, or may only be ba'al korei for the haftorah, without reading from the Torah at all. Any of these undertakings involves a steep learning curve and much practice, possibly taking a year of study, and is an impressive accomplishment. Girls may have an aliyah in Reform, Reconstructionist, and Conservative Jewish synagogues. In Orthodox synagogues, aliyot were and typically still are restricted to boys, with a girl potentially giving a d'var Torah at the end of the service. Some Modern Orthodox girls give aliyot at women's services, with fewer than ten men (so as not to constitute a minyan). In Orthodox circles, the occasion is sometimes celebrated during a weekday service that includes reading from the Torah, such as a Monday or Thursday morning service. Some communities or families may delay the celebration for reasons such as availability of a Shabbat during which no other celebration has been scheduled, or to allow family members to travel to the event. However, this does not delay the onset of rights and responsibilities of being a Jewish adult which comes about strictly by virtue of age. Tefillin The obligation to lay tefillin begins when a boy reaches bar mitzvah age. The common custom is for the bar mitzvah boy to begin putting on tefillin one to three months before his bar mitzvah. This way, by the time he is obligated in the commandment, he will already know how to fulfill it properly. Parties As the first mention of a party associated with a synagogue bar mitzvah was in the 13th century, hosting some sort of party is traditional and frequently considered necessary. Bar mitzvah festivities typically include a joyous seudat mitzvah, a celebratory meal with family, friends, and members of the community, the bar mitzvah boy delivering on this occasion a learned discourse or oration at the table before the invited guests, who offer him presents, while the rabbi or teacher gives him his blessing, accompanying it at times with an address. Some Jews celebrate in other ways such as taking the bat or bar mitzvah on a special trip or organizing some special event in the celebrant's honour. In many communities, the celebrant is given a certificate. In some times and places, local Jewish leaders have officially limited the size and elaborateness of mitzvahs. For example, only ten men were permitted to attend the party in 1730 in Berlin, and music was banned at these parties in 1767 in Prague. These rules were usually meant to avoid offending non-Jewish neighbours, and to maintain the rule that it be a smaller celebration than a wedding. Bar and bat mitzvah parties among wealthy Jewish families in North America are often lavish affairs held at hotels and country clubs with hundreds of guests. The trend has been mocked, most notably in the movie Keeping Up with the Steins. These lavish parties were also heavily featured in the film You Are So Not Invited to My Bat Mitzvah. In the 1950s, Rabbi Harold Saperstein of New York described them as too often being "more bar than mitzvah". Rabbi Shmuley Boteach says that over-the-top bar mitzvah parties were already common when he was growing up in Miami in the 1970s. In 1979, the Responsa Committee of the Central Conference of American Rabbis addressed the Reform attitude toward bat/bar mitzvah: "Every effort should be exerted to maintain the family festivities in the religious mood at the bar/bat mitzvah. Some of the efforts of early Reform in favor of confirmation [and] against bar mitzvah were prompted by the extravagant celebration of bar mitzvah, which had removed its primary religious significance. We vigorously oppose such excesses, as they destroy the meaning of bar/bat mitzvah." In May 1992, the board of trustees of the Union of American Hebrew Congregations (now the Union for Reform Judaism), the synagogue arm of the Reform Movement, unanimously passed a resolution decrying "excesses of wasteful consumption...glitzy theme events, sophisticated entertainment...and expensive party favors", calling instead for "family cohesion, authentic friendship, acts of tzedakah (righteous giving), and parties suitable for children." The cost of the party depends upon what the family is willing and able to spend. Some families spend tens, or even hundreds, of thousands of dollars on the party. Generally speaking, these celebrations are less costly and elaborate than a wedding in that family. In addition to food and drink for the guests, the money at an elaborate party is mostly spent on renting and decorating a venue and hiring staff, from the catering team to emcees, DJs, entertainers, and dancers (also called "motivators") to encourage the guests to dance or play games. Bat mitzvah customs Today many non-Orthodox Jews celebrate a girl's bat mitzvah in the same way as a boy's bar mitzvah. All Reform and Reconstructionist, and most Conservative synagogues have egalitarian participation, in which women read from the Torah and lead services. In Orthodox communities, a bat mitzvah is celebrated when a girl reaches the age of 12. The majority of Orthodox and some Conservative Jews reject the idea that a woman can publicly read from the Torah or lead prayer services whenever there is a minyan (quorum of 10 males) available to do so. However, the public celebration of a girl becoming bat mitzvah in other ways has made strong inroads into Modern Orthodox Judaism and also into some elements of Haredi Judaism. In these congregations, women do not read from the Torah or lead prayer services, but they occasionally lecture on a Jewish topic to mark their coming of age, learn a book of Tanakh, recite verses from the Book of Esther or the Book of Psalms, or say prayers from the siddur. In some Modern Orthodox circles, bat mitzvah girls will read from the Torah and lead prayer services in a women's tefillah. Rabbi Moshe Feinstein, a prominent Orthodox posek, described the bat mitzvah celebration as "meaningless", and of no greater halakhic significance than a birthday party. However, he reluctantly permitted it in homes, but not synagogues, as the latter would be construed as imitating Reform and Conservative customs; in any case, they do not have the status of seudat mitzvah. Rabbi Ovadiah Yosef held that it is a seudat mitzvah. There were occasional attempts to recognize a girl's coming of age in eastern Europe in the 19th and 20th centuries, the former in Warsaw (1843) and the latter in Lemberg (1902). The occasion was marked by a party without any ritual in the synagogue. There are documents that record an Italian rite for becoming bat mitzvah, known as an "entrance into the minyan" ceremony, in which boys of thirteen and girls of twelve recited a blessing, since the mid-19th century. There were also some bat mitzvah rituals held in the 19th century in Iraq. However, it was the American rabbi Mordecai M. Kaplan held the first public celebration of a bat mitzvah as we understand it in modern times for his daughter on March 18, 1922, at the Society for the Advancement of Judaism, his synagogue in New York City. Kaplan was unaware of the earlier Italian precedent and learned of them several months later, while on holiday in Italy. Judith Kaplan recited the preliminary blessing, read a portion of that week's Torah portion in Hebrew and English, and then intoned the closing blessing. Mordecai Kaplan, an Orthodox rabbi who joined Conservative Judaism and then became the founder of Reconstructionist Judaism, influenced Jews from all branches of non-Orthodox Judaism, through his position at the Jewish Theological Seminary of America. At the time, most Orthodox rabbis strongly rejected the idea of a bat mitzvah ceremony. As the ceremony became accepted for females as well as males, many women chose to celebrate the ceremony even though they were much older, as a way of formalizing and celebrating their place in the adult Jewish community. Alternative ceremonies Instead of reading from the Torah, some Humanist Jews prefer a research paper on a topic in Jewish history to mark their coming of age. Secular Jewish Sunday schools and communities—including those affiliated with the Congress of Secular Jewish Organizations and The Workers Circle—encourage the youngsters to select any topic that interests them and relates to the Jewish part of their identities. The kibbutz movement in Israel also encouraged the celebration of the bar mitzvah. All those coming of age in the community for that year would take on a project and research in a topic of Jewish or Zionist interest. Today many kibbutz children are opting for a more traditional bar mitzvah celebration.[citation needed] Among some Jews, a man who has reached the age of 83 will celebrate a second bar mitzvah, under the logic that in the Hebrew Bible it says that a normal lifespan is 70 years, so that an 83-year-old can be considered 13 in a second lifetime. This ritual is becoming more common as people live longer, healthier lives, and is considered akin to a couple renewing their vows. A bark mitzvah is a pseudo-traditional observance and celebration of a dog's coming of age, as in the Jewish traditional bar and bat mitzvahs. The term has been in use since at least 1958, when Beverly Hills couple Janet and Sonny Salter held a bark mitzvah for their 13 year old dog, Windy. Rabbi Charles A. Kroloff expressed his distaste for Bark Mitzvahs in a letter to the editor of The New York Times, describing the ceremony as "nothing less than a desecration of a cherished Jewish tradition". Gifts Bar or bat mitzvah celebrations have become an occasion to give the celebrant a commemorative gift. Traditionally, common gifts include books with religious or educational value, religious items, writing implements, savings bonds (to be used for the child's college education), gift certificates, or money. Gifts of cash have become commonplace in recent times.[when?] As with charity and all other gifts, it has become common to give in multiples of 18, since the gematria, or numerical equivalent of the Hebrew word for "life", ("chai"), is the number 18. Monetary gifts in multiples of 18 are considered to be particularly auspicious and have become common for the bar and bat mitzvah. Many b'nai mitzvah also receive their first tallit from their parents to be used for the occasion and tefillin where this is appropriate. Jewelry is a common gift for girls at a bat mitzvah celebration. Another gift for the bat mitzvah girl is Shabbat candlesticks because it is the duty and honor of the woman to light the candles. In adults While the traditional age to hold a bar or bat mitzvah is 13 for boys and 12 or 13 for girls, some adults choose to have a bar or bat mitzvah if they do not have them as adolescents, alongside the previously mentioned non-traditional ceremony of having a second bar mitzvah when one turns 83. See also Notes References Further reading External links |
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Contents Golden Temple The Golden Temple[a] is a gurdwara located in Amritsar, Punjab, India. It is the pre-eminent spiritual site of Sikhism and is one of its holiest sites, alongside the Gurdwara Darbar Sahib in Kartarpur and the Gurdwara Janam Asthan in Nankana Sahib, both in Punjab, Pakistan. The sarovar (holy pool) on the site of the gurdwara was completed by the fourth Sikh Guru, Guru Ram Das, in 1577. In 1604, Guru Arjan, the fifth Sikh Guru, placed a copy of the Adi Granth in the Golden Temple and played a prominent role in its development. The gurdwara was repeatedly rebuilt by the Sikhs after they became a target of persecution and was destroyed several times by the Mughal and invading Afghan armies. Maharaja Ranjit Singh, after founding the Sikh Empire, rebuilt it in marble and copper in 1809, and overlaid the sanctum with gold leaf in 1830. This has led to the name the Golden Temple. The Golden Temple is spiritually the most significant shrine in Sikhism. It became a centre of the Singh Sabha Movement between 1883 and the 1920s, and the Punjabi Suba Movement between 1947 and 1966. In the early 1980s, the gurdwara became a centre of conflict between the Indian government and a radical movement led by Jarnail Singh Bhindranwale. In 1984, Prime Minister Indira Gandhi sent in the Indian Army as part of Operation Blue Star, leading to the deaths of thousands of soldiers, militants and civilians, as well as causing significant damage to the gurdwara and the destruction of the nearby Akal Takht — the prime seat of authority for the Sikhs. The gurdwara complex was again rebuilt after the 1984 attack. The Golden Temple is an open house of worship for all people, from all walks of life and faiths. It has a square plan with four entrances, and a circumambulation path around the pool. The four entrances of the gurdwara symbolise the Sikh belief in equality and the Sikh view that people from all groups, castes and ethnicities are welcome at their holy place. The complex is a collection of buildings around the sanctum and the pool. One of these is Akal Takht, the chief centre of religious authority of Sikhism. Additional buildings include a clock tower, the offices of the Gurdwara Committee, a Museum and a langar — a free Sikh community-run kitchen that offers a vegetarian meal to all visitors without discrimination. Over 150,000 people visit the shrine every day for worship. The gurdwara complex has been nominated as a UNESCO World Heritage Site, and its application is pending on the tentative list of UNESCO. Nomenclature The Harmandir Sahib is also spelled as Harimandar or Harimandir Sahib. It is also called the Durbār Sahib, which means "sacred audience", as well as the Golden Temple for its gold leaf-covered sanctum centre. The word "Harmandir" is composed of two words: "Hari", which scholars translate as "God ", and "mandir", which means "house". "Sahib" is further appended to the shrine's name, the term often used within Sikh tradition to denote respect for places of religious significance. The Sikh tradition has several gurdwaras named "Harmandir Sahib", such as those in Kiratpur and Patna. Of these, the one in Amritsar is most revered. History According to the Sikh historical records, the land that became Amritsar and houses the Harimandir Sahib was chosen by Guru Amar Das, the third Guru of the Sikh tradition. It was then called Guru Da Chakk, after he had asked his disciple Ram Das to find land to start a new town with a man-made pool as its central point. After Guru Ram Das succeeded Guru Amar Das in 1574, and in the face of hostile opposition from the sons of Amar Das, Ram Das founded the town that came to be known as "Ramdaspur". He started by completing the pool with the help of Baba Buddha (not to be confused with the Buddha of Buddhism). Ram Das built his new official centre and home next to it. He invited merchants and artisans from other parts of India to settle in the new town with him. Ramdaspur town expanded during the time of Guru Arjan financed by donations and constructed by voluntary work. The town grew to become the city of Amritsar, and the area grew into the temple complex). The construction activity between 1574 and 1604 is described in Mahima Prakash Vartak, a semi-historical Sikh hagiography text likely composed in 1741, and the earliest known document dealing with the lives of all the ten Gurus. Guru Arjan installed the scripture of Sikhism inside the new gurdwara in 1604. Continuing the efforts of Ram Das, Guru Arjan established Amritsar as a primary Sikh pilgrimage destination. He wrote a voluminous amount of Sikh scripture including the popular Sukhmani Sahib. Guru Ram Das acquired the land for the site. Two versions of stories exist on how he acquired this land. In one, based on a Gazetteer record, the land was purchased with Sikh donations of 700 rupees from the people and owners of the village of Tung. In another version, Emperor Akbar is stated to have donated the land to the wife of Ram Das. In 1581, Guru Arjan initiated construction. During the construction the pool was kept empty and dry. It took eight years to complete the first version of the Harmandir Sahib. Guru Arjan planned a gurdwara at a level lower than the city to emphasise humility and the need to efface one's ego before entering the premises to meet the Guru. He also demanded that the gurdwara compound be open on all sides to emphasise that it was open to all. The sanctum inside the pool where his Guru seat was, had only one bridge to emphasise that the end goal was one, states Arvind-Pal Singh Mandair. In 1589, the gurdwara made with bricks was complete. Guru Arjan is believed by some later sources to have invited the Sufi saint Mian Mir of Lahore to lay its foundation stone, signalling pluralism and that the Sikh tradition welcomed all. This belief is however unsubstantiated. According to Sikh traditional sources such as Sri Gur Suraj Parkash Granth it was laid by Guru Arjan himself. After the inauguration, the pool was filled with water. On 16 August 1604, Guru Arjan completed expanding and compiling the first version of the Sikh scripture and placed a copy of the Adi Granth in the gurdwara. He appointed Baba Buddha as the first Granthi. Ath Sath Tirath ("shrine of 68 pilgrimages"), is a raised canopy on the parkarma (circumambulation marble path around the pool). The name, as stated by W. Owen Cole and other scholars, reflects the belief that visiting this temple is equivalent to 68 Hindu pilgrimage sites in the Indian subcontinent, or that a Tirath to the Golden Temple has the efficacy of all 68 Tiraths combined. The completion of the first version of the Golden Temple was a major milestone for Sikhism, states Arvind-Pal Singh Mandair, because it provided a central pilgrimage place and a rallying point for the Sikh community, set within a hub of trade and activity. The growing influence and success of Guru Arjan drew the attention of the Mughal Empire. Guru Arjan was arrested under the orders of the Mughal Emperor Jahangir and asked to convert to Islam. He refused, was tortured and executed in 1606. Arjan's son and successor Guru Hargobind fought a Battle at Amritsar and later left Amritsar and its surrounding areas in 1635 for Kiratpur. For about a century after the Golden Temple was occupied by the Minas. In the 18th century, Guru Gobind Singh after creating the Khalsa sent Bhai Mani Singh to take back the temple. The Golden Temple was viewed by the Mughal rulers and Afghan Sultans as the centre of Sikh faith and it remained the main target of persecution. After the original temple was destroyed by hostile forces, the shrine was reconstructed in 1764 (a date which H.H. Cole affirms in his monograph on the temple), however most of the elaborate decorations and additions were added to the shrine in the early 19th century. However, according to Giani Gian Singh's Tawarikh Sri Amritsar (1889), a slightly later date of 1776 is given for the construction of the temple tank (sarovar), the temple edifice proper, the causeway, and the entry gateway or archway (Darshani Deori). The Golden Temple was the centre of historic events in Sikh history: Ranjit Singh founded the nucleus of the Sikh Empire at the age of 36 with help of Sukerchakia Misl forces he inherited and those of his mother-in-law Rani Sada Kaur. In 1802, at age 22, he took Amritsar from the Bhangi misl, paid homage at the Golden Temple and announced that he would renovate and rebuild it with marble and gold. The Sikh ruler donated the gilded copper panels for the roof, which was worth 500,000 rupees in the erstwhile currency. He entrusted Mistri Yar Muhammad Khan to carry-out the roofing work, who himself was supervised by Bhai Sand Singh. The first gilded copper panel was placed on the shrine in 1803. Various personalities helped decorate and embellish the ceiling of the first floor, with names of some contributors to the cause being Tara Singh Gheba, Partap Singh, Jodh Singh, and Ganda Singh Peshawari. Ganda Singh Peshawari sent his donation in the year 1823. For the decoration and gilding with copper of the main entryway and archway to the causeway leading to the temple proper, known as the Darshani Deori, the prime personality who helped assist with this work was Raja Sangat Singh of Jind State. Due to the central and paramount importance of the shrine in Sikhism, essentially every Sikh sardar of the era had contributed or donated in some manner to assist with the architectural and artistic renovations of the shrine. Owing to the large number of people helping with the renovation work back then, it is difficult to account for when certain parts of the temple were constructed or decorated and by whom (aside from instances where the work has a date inscribed to it) and a chronological record of how the temple evolved over time (in-regards to its murals, decorations, and other aspects) is near-impossible to complete. The Temple was renovated in marble and copper in 1809, and in 1830 Ranjit Singh donated gold to overlay the sanctum with gold leaf. There is an inscription on embossed metal located at the entrance to the temple proper which commemorates the renovations of the temple undertaken by Ranjit Singh and done through Giani Sant Singh, of the Giani Samparda. "The Great Guru in His wisdom looked upon Maharaja Ranjit Singh as his chief servitor and Sikh and, in his benevolence, bestowed on him the privilege of serving the temple." — English translation of a Gurmukhi inscription on embossed metal located at the entrance way to the temple, translated in 'Punjab Art and Culture' (1988), page 59, by Kanwarjit Singh Kang After learning of the gurdwara through Ranjit Singh, the 7th Nizam of Hyderabad, Mir Osman Ali Khan started giving yearly grants towards it. The management and operation of Durbar Sahib – a term that refers to the entire Golden Temple complex of buildings, was taken over by Ranjit Singh. He appointed Sardar Desa Singh Majithia (1768–1832) to manage it and made land grants whose collected revenue was assigned to pay for the Temple's maintenance and operation. Hari Singh Nalwa, a general of Maharaja Ranjit Singh, decorated the Akal Takht with gold and is responsible for adding the golden dome at the top of the edifice. Ranjit Singh also made the position of Temple officials hereditary. The Giani family was the only family allowed to do Katha in the Golden Temple, they served the Sikh community till 1921, when the Shiromani Gurdwara Parbandhak Committee came into power, they were the only family allowed to do Katha since 1788 and were also he heads of the Giani Samparda, they had built all the Bungas around the Golden Temple and helped in construction work including overlaying the temple with Gold and Marble. One of the main Bungas that was destroyed in 1988 was the Burj Gianian. The other family were the Kapurs, who were made as the Head Granthis, this included the ancestors of Bhai Jawahir Singh Kapur who also did try to become the Head Granthi in the late 1800s, but was not allowed (his father Bhai Atma Singh, grandfather Bhai Mohar Singh and their ancestors were also Head Granthis). The destruction of the temple complex occurred during the Operation Blue Star. It was the codename of an Indian military action carried out between 1 and 8 June 1984 to remove militant Sikh Jarnail Singh Bhindranwale and his followers from the buildings of the Harmandir Sahib (Golden Temple) complex in Amritsar, Punjab. The decision to launch the attack rested with Prime Minister Indira Gandhi. In July 1982, Harchand Singh Longowal, the President of the Sikh political party Akali Dal, had invited Bhindranwale to take up residence in the Golden Temple Complex to evade arrest. The government claimed Bhindranwale later made the sacred temple complex an armoury and headquarters. On 1 June 1984, after negotiations with the militants failed, Indira Gandhi ordered the army to launch Operation Blue Star, simultaneously attacking scores of gurudwaras across Punjab. A variety of army units and paramilitary forces surrounded the Golden Temple complex on 3 June 1984. The fighting started on 5 June with skirmishes and the battle went on for three days, ending on 8 June. A clean-up operation codenamed Operation Woodrose was also initiated throughout Punjab. The army had underestimated the firepower possessed by the militants, whose armament included Chinese-made rocket-propelled grenade launchers with armour piercing capabilities. Tanks and heavy artillery were used to attack the militants, who responded with anti-tank and machine-gun fire from the heavily fortified Akal Takht. After a 24-hour firefight, the army gained control of the temple complex. Casualty figures for the army were 83 dead and 249 injured. According to the official estimates, 1,592 militants were apprehended and there were 493 combined militant and civilian casualties. According to the government claims, high civilian casualties were attributed to militants using pilgrims trapped inside the temple as human shields. Brahma Chellaney, the Associated Press's South Asia correspondent, was the only foreign reporter who managed to stay on in Amritsar despite the media blackout. His dispatches, filed by telex, provided the first non-governmental news reports on the bloody operation in Amritsar. His first dispatch, front-paged by The New York Times, The Times of London and The Guardian, reported a death toll about twice of what authorities had admitted. According to the dispatch, about 780 militants and civilians and 400 troops had perished in fierce gun-battles. Chellaney reported that about "eight to ten" men suspected of being Sikh militants had been shot with their hands tied. In that dispatch, Chellaney interviewed a doctor who said he had been picked up by the army and forced to conduct postmortems despite the fact he had never done any postmortem examination before. In reaction to the dispatch, the Indian government charged Chellaney with violating Punjab press censorship, two counts of fanning sectarian hatred and trouble, and later with sedition, calling his report baseless and disputing his casualty figures. The military action in the temple complex was criticised by Sikhs worldwide, who interpreted it as an assault on the Sikh religion. Many Sikh soldiers deserted their units; several Sikhs resigned from civil administrative office and returned awards received from the Indian government. Five months after the operation, on 31 October 1984, Indira Gandhi was assassinated in an act of revenge by her two Sikh bodyguards, Satwant Singh and Beant Singh. Public outcry over Gandhi's death led to the killings of more than 3,000 Sikhs in Delhi alone in the ensuing 1984 anti-Sikh riots. A few months after the government operation of 1984, major kar seva renovations were undertaken at the shrine complex, including a complete draining and then cleaning of the temple tank (sarovar) by volunteers. Following the operation the central government demolished hundreds of houses and created a corridor around the compound called "Galliara" (also spelled Galiara or Galyara) for security reasons. This was made into a public park and opened in June 1988. In December 2021, a young man was allegedly beaten to death after disrupting the Rehras Sahib (evening prayer) at the sanctum of the temple. He reportedly jumped over a railing and picked up the sword lying before the temple's copy of the Guru Granth Sahib, before attempting to touch the Guru Granth Sahib itself. He was subsequently overpowered by the pilgrims and received fatal injuries to the head. The 2023 Golden Temple blasts occurred on 7 May and on 9 May 2023. Architecture The Golden Temple's architecture reflects different architectural practices prevalent in the Indian subcontinent, as various iterations of temple were rebuilt and restored. The first structure of the Harmandir Sahib constructed under the purview of Guru Arjan combined the concepts of dharamsaals and the holy water tanks (sarovar). Rather than copying the traditional method of Hindu temple construction by building the shrine on a high plinth, Guru Arjan rather decided to build the shrine lower than the surroundings so that devotees would have to walk downwards to reach it. The four entrances represented that the Sikh faith was equally open to all four of the traditional Indian caste classifications (varnas). No surviving account, depiction, or record is extant or known of the proto-type, pre-1764 Harmandir Sahib that was built by the Sikh gurus themselves. However, Kanwarjit Singh Kang believes the original, Guru-constructed structure was mostly comparable and similar to the present-day structure said to have been constructed in 1764. James Fergusson considered the Golden Temple as a specimen of one of the forms that the architecture of Hindu temples developed into in the 19th century. When a list of structures of interest was prepared and published by the colonial government of Punjab in 1875, it was claimed that the architectural design of the Golden Temple, in the form it was constructed as by Ranjit Singh, was based ultimately on the shrine of the Sufi saint Mian Mir. Louis Rousselet stated in 1882 that the shrine was a "handsome style of Jat architecture." Major Henry Hardy Cole described the architecture of the edifice as being primarily drawn from Islamic sources with a significant input from Hindu styles. Percy Brown also classified the temple as being a synthesis of Islamic and Hindu architectural styles, but also observed that the structure has its own unique characteristics and inventions. Hermann Goetz believed that the temple's architecture was a "Kangra transformation of Oudh architecture" that the Sikhs adopted for their own constructions, which he praises, however he also critiqued the temple for having "gaudy" elements commonly found in Indian gurdwaras, an example being the rococo-styled art. The Temple is described by Ian Kerr, and other scholars, as a mixture of the Indo-Islamic Mughal and the Hindu Rajput architecture. The sanctum is a 12.25 x 12.25 metre square with two storeys and a gold leaf dome. This sanctum has a marble platform that is a 19.7 x 19.7 metre square. It sits inside an almost square (154.5 x 148.5 m2) pool called amritsar or amritsarovar (amrit means nectar, sar is short form of sarovar and means pool). The pool is 5.1 metres deep and is surrounded by a 3.7 metre wide circumambulatory marble passage that is circled clockwise. The sanctum is connected to the platform by a causeway and the gateway into the causeway is called the Darshani Ḍeorhi (from Darshana Dvara). For those who wish to take a dip in the pool, the temple provides a half hexagonal shelter and holy steps to Har ki Pauri. Bathing in the pool is believed by many Sikhs to have restorative powers, purifying one's karma. Some carry bottles of the pool water home particularly for sick friends and relatives. The pool is maintained by volunteers who perform kar seva (community service) by draining and desilting it periodically. There is a section of the shrine known as the Har-Ki-Pauri, located on the backside of the temple proper, where pilgrims and worshippers can take a sip of the water from the holy temple tank. The water used for the daily ritual cleaning of the temple premises is also sourced from this section. The water is mixed with milk to dilute the milk content, with the combined solution used to clean the temple's surfaces on a daily basis. The sanctum has two floors. The Sikh scripture Guru Granth Sahib is seated on the lower square floor for about 20 hours every day, and for 4 hours it is taken to its bedroom inside Akal Takht with elaborate ceremonies in a palki, for sukhasana and Prakash. The floor with the seated scripture is raised a few steps above the entrance causeway level. The upper floor in the sanctum is a gallery and connected by stairs. The ground floor is lined with white marble, as is the path surrounding the sanctum. The sanctum's exterior has gilded copper plates. The doors are gold leaf-covered copper sheets with nature motifs such as birds and flowers. The ceiling of the upper floor is gilded, embossed and decorated with jewels. The sanctum dome is semi-spherical with a pinnacle ornament. The sides are embellished with arched copings and small solid domes, the corners adorning cupolas, all of which are covered with gold leaf-covered gilded copper. There is a pavilion located on the second-floor called the Shish Mahal (mirror room). The floral designs on the marble panels of the walls around the sanctum are Arabesque. The arches include verses from the Sikh scripture in gold letters. The frescoes follow the Indian tradition and include animal, bird and nature motifs rather than being purely geometrical. The stair walls have murals of Sikh Gurus such as the falcon carrying Guru Gobind Singh riding a horse. The Darshani Deorhi is a two-storey structure that houses the temple management offices and treasury. At the exit of the path leading away from the sanctum is the Prasada facility, where volunteers serve a flour-based sweet offering called Karah prasad. Typically, the pilgrims to the Golden Temple enter and make a clockwise circumambulation around the pool before entering the sanctum. There are four entrances to the gurdwara complex signifying the openness to all sides, but a single entrance to the sanctum of the temple through a causeway.[page needed] In front of the sanctum and the causeway is the Akal Takht building. It is the chief Takht, a centre of authority in Sikhism. Its name Akal Takht means "throne of the Timeless (God)". The institution was established by Guru Hargobind after the martyrdom of his father Guru Arjan, as a place to conduct ceremonial, spiritual and secular affairs, issuing binding writs on Sikh gurdwaras far from his own location. A building was later constructed over the Takht founded by Guru Hargobind, and this came to be known as Akal Bunga. The Akal Takht is also known as Takht Sri Akal Bunga. The Sikh tradition has five Takhts, all of which are major pilgrimage sites in Sikhism. These are in Anandpur, Patna, Nanded, Talwandi Sabo and Amritsar. The Akal Takht in the Golden Temple complex is the primary seat and chief. It is also the headquarters of the main political party of the Indian state of Punjab, Shiromani Akali Dal (Supreme Akali Party). The Akal Takht issues edicts or writs (hukam) on matters related to Sikhism and the solidarity of the Sikh community. The Teja Singh Samundri Hall is the office of the Shiromani Gurdwara Parbandhak Committee (Supreme Committee of Temple Management). It is located in a building near the Langar-kitchen and Assembly Hall. This office coordinates and oversees the operations of major Sikh temples. The Ramgarhia Bunga – the two high towers visible from the parikrama (circumambulation) walkway around the tank, is named after a Sikh subgroup. The red sandstone minaret-style Bunga (buêgā) towers were built in the 18th century, a period of Afghan attacks and temple demolitions. It is named after the Sikh warrior and Ramgarhia misl chief Jassa Singh Ramgarhia. It was constructed as the temple watchtowers for sentinels to watch for any military raid approaching the temple and the surrounding area, help rapidly gather a defence to protect the Golden Temple complex. According to Fenech and McLeod, during the 18th century, Sikh misl chiefs and rich communities built over 70 such Bungas of different shapes and forms around the temple to watch the area, house soldiers and defend the temple. These served defensive purposes, provided accommodation for Sikh pilgrims and served as centres of learning in the 19th century. Most of the Bungas were demolished during the British colonial era. The Ramgarhia Bunga remains a symbol of the Ramgarhia Sikh community's identity, their historic sacrifices and contribution to defending the Golden Temple over the centuries. The Clock Tower did not exist in the original version of the temple. In its location was a building, now called the "lost palace". The officials of the British India wanted to demolish the building after the Second Anglo-Sikh war and once they had annexed the Sikh Empire. The Sikhs opposed the demolition, but this opposition was ignored. In its place, the clock tower was added. The clock tower was designed by John Gordon in a Gothic cathedral style with red bricks. The clock tower construction started in 1862 and was completed in 1874. The tower was demolished by the Sikh community about 70 years later. In its place, a new entrance was constructed with a design more harmonious with the Temple. This entrance on the north side has a clock, houses a museum on its upper floor, and it continues to be called ghanta ghar deori. The Golden Temple complex originally was open and had numerous trees around the pool. It is now a walled, two-storey courtyard with four entrances, that preserve three Ber trees (jujube). One of them is to the right of the main ghanta ghar deori entrance with the clock, and it is called the Ber Baba Buddha. It is believed in the Sikh tradition to be the tree where Baba Buddha sat to supervise the construction of the pool and first temple. A second tree is called Laachi Ber, believed to the one under which Guru Arjan rested while the temple was being built. The third one is called Dukh Bhanjani Ber, located on the other side of the sanctum, across the pool. It is believed in the Sikh tradition that this tree was the location where a Sikh was cured of his leprosy after taking a dip in the pool, giving the tree the epithet of "suffering remover". There is a small gurdwara underneath the tree. The Ath Sath Tirath, or the spot equivalent to 68 pilgrimages, is in the shade underneath the Dukh Bhanjani Ber tree. Sikh devotees, states Charles Townsend, believe that bathing in the pool near this spot delivers the same fruits as a visit to 68 pilgrimage places in India. The main ghanta ghari deori north entrance has a Sikh history museum on the first floor, according to the Sikh tradition. The display shows various paintings of gurus and martyrs, many narrating the persecution of Sikhs over their history, and historical items such as swords, kartar, comb, chakkars. A new underground museum near the clock tower, but outside the temple courtyard also shows Sikh history. According to Louis E. Fenech, the display does not present the parallel traditions of Sikhism and is partly ahistorical such as a headless body continuing to fight, but a significant artwork and reflects the general trend in Sikhism of presenting their history to be one of persecution, martyrdoms and bravery in wars. The main entrance to the gurdwara has many memorial plaques that commemorate past Sikh historical events, saints and martyrs, contributions of Ranjit Singh, as well as commemorative inscriptions of all the Sikh soldiers who died fighting in the two World Wars and the various Indo-Pakistan wars. The Amrit Sarovar is the name of the main temple-tank (sarovar) of the complex. It is a large, rectangular water-tank that measures approximately 150 meters by 150 meters with the principal shrine edifice in the middle of it, with it being surrounded on its sides by the marble walkway of the complex (parikarma). Its construction was first started via digging by Guru Amar Das in November 1573, with the main bulk of the work being attributed to the successor Guru Ram Das, and a later expansion by Guru Arjan. The Udasis of Brahm Buta Akhara also were responsible for digging a hansli (water channel) to feed water into the Amrit Sarovar of the Darbar Sahib complex in 1783. Later, the hansli was made redundant through the construction of a Amritsar-Lahore branch and Kasur-Sabraon branch. Since 1866, the Amrit Sarovar of the Golden Temple complex has been fed water from the Jethuwal distributory of the Upper Bari Doab of the region between the Beas and Ravi, via a connection between the Kaulsar Sarovar and Amrit Sarovar. The canal was originally kachcha but later was lined and covered. Since the 1900s, the sarovar has been regularly, periodically cleaned in the form of communal Kar Seva projects, with the first modern one being held on 17 June 1923. Aside from the Amrit Sarovar, other prominent sarovars of the city of Amritsar are the Santokhsar Sarovar, Ramsar Sarovar, Kaulsar Sarovar, and Bibeksar Sarovar. Daily ceremonies There are several rites performed every day in the Golden Temple as per the historic Sikh tradition. These rites treat the scripture as a living person, a Guru out of respect. They include: Harmandir Sahib complex has a langar, a community-run free kitchen and dining hall. It is attached to the east side of the courtyard near the Dukh Bhanjani Ber, outside of the entrance. Food is served here to all visitors who want it, regardless of faith, gender or economic background. Vegetarian food is served and all people eat together as equals. Everyone sits on the floor in rows, which is called sangat. The meal is served by volunteers as part of their kar seva ethos. Over 100,000 meals are served at the langar every day. Art The art of the Golden Temple has rarely been analysed or studied in a serious manner. Within the Shish Mahal on the second-story of the building, there are mirror-work art designs which consist of small pieces of mirror which are inlaid into the walls and ceilings, highlighted with decorations of floral designs. The ceilings, walls and arches of the structure are embellished by intricate mural artwork. The pietra dura (inlaid stone design) artwork of the shrine, which features avian and other animalistic designs using semi-precious stones, was mostly inspired by the Mughal tradition. The temple premises is also decorated with embossed copper, gach, tukri, jaratkari, and ivory inlay artwork. The external portions of the upper story's walls of the temple have been affixed with beaten copper plates that feature raised designs depicting usually florals and abstracts but there are some depictions of human figures as well. An example of embossed metal designs depicting humans are two raised copper panels located on the front-side of the temple prior, the first which depicts Guru Nanak surrounded by his companions, Bhai Mardana and Bhai Bala, on each side. The second embossed panel features an equestrian portrayal of Guru Gobind Singh. Gach can be described as a kind of stone or gypsum. Gach was transformed into a paste and used on the walls, similar in nature to lime-plaster. Once applied to the wall, it was decorated into shape with steel cutters and other tools. Sometimes the gach had coloured glass pieces placed on it, which is known as tukri. The Shish Mahal features a lot of examples of tukri work. On the other hand, jaratkari was an art form and method which involved placing inlaid and cut stones of varying colours and types into marble. Surviving exemplars of jaratkari art from the temple can be found on the bottom-section of the exterior walls which are encased with marble panels featuring jaratkari artwork. The jaratkari marble panels in this lower exterior section is classified as pietra dura and semi-precious stones, like lapis lazuli and onyx, were utilised. While the Mughals also decorated their edifices using jaratkari and pietra dura art, what sets apart the Sikh form of the art technique from the Mughal one is that the Sikh jaratkari art form also depicts human and animal figuratives with it, something that is not found in Mughal jaratkari art. Inlaid ivory work can be witnessed on the doors of the Darshani Deori structure of the complex. The structure of the Darshani Deori was made out of shisham wood, the front of the edifice is overlaid with silverwork, including ornamated silver panels. The back of the structure is decorated with panels consisting of floral and geometric designs but also animal figuratives, such as deer, tigers, lions, and birds. Portions of the inlaid ivory had been coloured red or green, an aspect of the artwork that was praised by H.H. Cole for its harmoniousness. The oldest extant murals in the complex date back to the 1830s. Most of the vast array of murals that once coated the walls of the complex were destroyed in subsequent renovation works conducted under the guise of kar seva, such as by being covered by marble slabs affixed to the walls. A prominent artist who painted many of the murals in the complex was Gian Singh Naqqash. The mural artwork of the temple consists primarily of floral designs with scattered examples of animal designs and themes. There are over 300 different design patterns dispersed all over the walls of the edifice. These wall paintings were created by Naqqashi artists, who had developed their own lingo to differentiate their various themes and designs. The most prominent design category was referred to as Dehin, which is described as "a medium of expression of the imaginative study of the artist's own creation of idealised forms". The base of dehin is known as Gharwanjh. Gharwanjh is a "decorative device involving knotted grapples between animals". The gharwanjh designs of the Golden Temple features cobras, lions, and elephants holding one another or carrying floral vases which feature fruit and fairies as decoration. The decorative border of the dehin is known as Patta, usually utilising creepers for its design. Some feature designs incorporating aquatic creatures. The only mural depicting human figures within the temple proper is located on the wall behind the northern narrow staircase leading to the top of the shrine. It depicts Guru Gobind Singh on horseback alongside his retinue leaving the fort of Anandpur - a mural adaptation of what was originally a Kangra miniature painting. When H.H. Cole wrote about the murals of the Golden Temple, he witnessed many murals depicting Indic mythological scenes but these murals have since been lost. While W. Wakefield had recorded that he observed murals depicting erotic scenes painted on the Golden Temple's walls in a work published in 1875, Kanwarjit Singh Kang finds this to be a spurious account which is likely false because there is no corroborative accounts to support this. The various artists and craftsmen who worked on creating the mural artwork and other accessory art of the temple are mostly unknown and it is nearly impossible to link any particular art piece with a specific name, aside from a very few. A traditional Sikh artist who had worked at the Golden Temple, named Hari Singh, had prepared a list of all the names of the artists, painters (naqqashis), and craftsmen he could recount that had also worked at some point in time at the Golden Temple, the names are as follows: Kishan Singh, Bishan Singh, Kapur Singh, Kehar Singh, Mahant Ishar Singh, Sardul Singh, Jawahar Singh, Mehtab Singh, Mistri Jaimal Singh, Harnam Singh, Ishar Singh (not to be confused with Mahant Ishar Singh), Gian Singh, Lal Singh Tarn Taran, Mangal Singh, Mistri Narain Singh, Mistri Jit Singh, Atma Singh, Darja Mal, and Vir Singh. Most of the artwork lost over the years, throughout the various changes and renovations to the temple, were murals. Murals started being lost in the temple around the last years of the 19th century, when devotees were allowed to start donating inlaid marble panels to affix to the walls of the shrine. The walls that were covered by these marble panels usually were painted with murals and thus the murals were either hidden under the marble panels or destroyed. The Golden Temple used to have many traditional buildings, known as bungas, surrounding it. These bungas were a great source and collection of murals and thus their artwork was lost when the vast majority of the bungas were demolished over the years under the guise of modernising the religious site and expanding its parikrama. When the Darshani Deori was covered with marble panels, many wall paintings that had been executed by Mahant Ishar Singh were covered up and lost due to them. Influence on contemporary era Sikhism The Singh Sabha movement was a late-19th century movement within the Sikh community to rejuvenate and reform Sikhism at a time when Christian, Hindu and Muslim proselytisers were actively campaigning to convert Sikhs to their religion. The movement was triggered by the conversion of Ranjit Singh's son Duleep Singh and other well-known people to Christianity. Started in 1870s, the Singh Sabha movement's aims were to propagate the true Sikh religion, restore and reform Sikhism to bring back into the Sikh fold the apostates who had left Sikhism. There were three main groups with different viewpoints and approaches, of which the Tat Khalsa group had become dominant by the early 1880s. Before 1905, the Golden Temple had Brahmin priests, idols and images for at least a century, attracting pious Sikhs and Hindus. In 1890s, these idols and practices came under attack from reformist Sikhs. In 1905, with the campaign of the Tat Khalsa, these idols and images were removed from the Golden Temple. The Singh Sabha movement brought the Khalsa back to the fore of gurdwara administration over the mahants (priests) class, who had taken over control of the main gurdwaras and other institutions vacated by the Khalsa in their fight for survival against the Mughals during the 18th century and had been most prominent during the 19th century. As per tradition, the Sikhs gathered in the Golden Temple to celebrate the festival of Baisakhi in 1919. After their visit, many walked over to the Jallianwala Bagh next to it to listen to speakers protesting the Rowlatt Act and other policies implemented by the British colonial government. A large crowd had gathered, when Colonel Reginald Edward Harry Dyer ordered a detachment of ninety soldiers (drawn from the 9th Gorkha Rifles and the 59th Scinde Rifles) under his command to surround the Jallianwala Bagh, and then open fire into the crowd. 379 were killed and thousands were wounded in the massacre. The massacre strengthened the opposition to colonial rule throughout India, particularly that from Sikhs. It triggered massive non-violent protests. The protests pressured the British colonial government to transfer the control over the management and treasury of the Golden Temple to an elected organisation called Shiromani Gurudwara Prabandhak Committee (SGPC). The SGPC continues to manage the Golden Temple. The Punjabi Suba movement was a long-drawn political agitation, launched by the Sikhs, demanding the creation of a Punjabi Suba, or Punjabi-speaking state, in the post-independence state of East Punjab. It was first presented as a policy position in April 1948 by the Shiromani Akali Dal, after the States Reorganisation Commission set up after independence was not effective in the north of the country during its work to delineate states on a linguistic basis. The Golden Temple complex was the main centre of operations of the movement, and important events during the movement that occurred at the gurdwara included the 1955 raid by the government to quash the movement, and the subsequent Amritsar Convention in 1955 to convey Sikh sentiments to the central government. The complex was also the site of speeches, demonstrations, and mass arrests, and where leaders of the movement domiciled in huts during hunger strikes. The borders of the modern state of Punjab, along with the official status of the state's native language of Punjabi in the Gurmukhi script, are the result of the movement, which culminated in the setting of the current borders in 1966. The Golden Temple and Akal Takht were occupied by various militant groups in the early 1980s. These included the Dharam Yudh Morcha led by Sikh fundamentalist Jarnail Singh Bhindranwale, the Babbar Khalsa, the AISSF and the National Council of Khalistan. In December 1983, the Sikh political party Akali Dal's President Harchand Singh Longowal had invited Jarnail Singh Bhindranwale to take up residence in Golden Temple Complex. The Bhindranwale-led group under the military leadership of General Shabeg Singh had begun to build bunkers and observations posts in and around the Golden Temple. They organised the armed militants present at the Harmandir Sahib in Amritsar in June 1984. The Golden Temple became a place for weapons training for the militants. Shabeg Singh's military expertise is credited with the creation of effective defences of the Gurdwara Complex that made the possibility of a commando operation on foot impossible. Supporters of this militant movement circulated maps showing parts of northwest India, north Pakistan and eastern Afghanistan as historic and future boundaries of the Khalsa Sikhs, with varying claims in different maps. In June 1984, Prime Minister Indira Gandhi ordered the Indian Army to begin Operation Blue Star against the militants. The operation caused severe damage and destroyed the Akal Takht. Numerous soldiers, militants and civilians died in the crossfire, with official estimates of death of 492 civilians and 83 Indian army men. Within days of the Operation Bluestar, some 2,000 Sikh soldiers in India mutinied and attempted to reach Amritsar to liberate the Golden Temple. Within six months, on 31 October 1984, Indira Gandhi's Sikh bodyguards assassinated her. In 1986, Indira Gandhi's son and the next Prime Minister of India Rajiv Gandhi ordered repairs to the Akal Takht Sahib. These repairs were removed and Sikhs rebuilt the Akal Takht Sahib in 1999. Gallery See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/List_of_sociologists] | [TOKENS: 115] |
List of sociologists 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias This list of sociologists includes people who have made notable contributions to sociological theory or to research in one or more areas of sociology. A B C D E F G H I J K L M N O P Q R S T U V W Y Z References |
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[SOURCE: https://en.wikipedia.org/wiki/Special:EditPage/Template:Area_networks] | [TOKENS: 1459] |
Editing Template:Area networks Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Sign your posts on talk pages: ~~~~ Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} Wikidata entities used in this page Pages transcluded onto the current version of this page (help): This page is a member of 1 hidden category (help): |
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[SOURCE: https://en.wikipedia.org/wiki/Totem] | [TOKENS: 2052] |
Contents Totem A totem (from Ojibwe: ᑑᑌᒼ or ᑑᑌᒻ 'doodem') is a spirit being, sacred object, or symbol that serves as an emblem of a group of people, such as a family, clan, lineage, or tribe, such as in the Anishinaabe clan system. While the word totem itself is an anglicisation of the Ojibwe term (and both the word and beliefs associated with it are part of the Ojibwe language and culture), belief in tutelary spirits and deities is not limited to the Ojibwe people. Similar concepts, under differing names and with variations in beliefs and practices, may be found in a number of cultures worldwide. The term has also been adopted, and at times redefined, by anthropologists and philosophers of different cultures. Contemporary neoshamanic, New Age, and mythopoetic men's movements not otherwise involved in the practice of a traditional, tribal religion have been known to use "totem" terminology for the personal identification with a tutelary spirit or spirit guide. Ojibwe doodemen The Anishinaabe peoples are divided into a number of doodeman (in syllabics: ᑑᑌᒪᐣ or ᑑᑌᒪᓐ), or clans, (singular: doodem) named mainly for animal totems (or doodem, as an Ojibwe person would say this word). In Anishinaabemowin, ᐅᑌᐦ ode' means heart. Doodem or clan literally would translate as 'the expression of, or having to do with one's heart', with doodem referring to the extended family. In the Anishinaabe oral tradition, in prehistory the Anishinaabe were living along the coast of the Atlantic Ocean when the great Miigis beings appeared from the sea. These beings taught the Mide way of life to the Waabanakiing peoples. Six of the seven great Miigis beings that remained to teach established the odoodeman for the peoples in the east. The five original Anishinaabe totems were Wawaazisii (bullhead), Baswenaazhi (echo-maker, i.e., crane), Aan'aawenh (pintail duck), Nooke (tender, i.e., bear) and Moozwaanowe ("little" moose-tail). Totem poles The totem poles of the Pacific Northwestern Indigenous peoples of North America are carved, monumental poles featuring many different designs (bears, birds, frogs, people, and various supernatural beings and aquatic creatures). They serve multiple purposes in the communities that make them. Similar to other forms of heraldry, they may function as crests of families or chiefs, recount stories owned by those families or chiefs, or commemorate special occasions. These stories are known to be read from the bottom of the pole to the top. Aboriginal Australians and Torres Strait Islanders The spiritual, mutual relationships between Aboriginal Australians, Torres Strait Islanders, and the natural world are often described as totems. Many Indigenous groups object to using the imported Ojibwe term "totem" to describe a pre-existing and independent practice, although others use the term. The term "token" has replaced "totem" in some areas. In some cases, such as the Yuin of coastal New South Wales, a person may have multiple totems of different types (personal, family or clan, gender, tribal and ceremonial). The lakinyeri or clans of the Ngarrindjeri were each associated with one or two plant or animal totems, called ngaitji. Totems are sometimes attached to moiety relations (such as in the case of Wangarr relationships for the Yolngu). Torres Strait Islanders have auguds, typically translated as totems. An augud could be a kai augud ("chief totem") or mugina augud ("little totem"). Early anthropologists sometimes attributed Aboriginal and Torres Strait Islander totemism to ignorance about procreation, with the entrance of an ancestral spirit individual (the "totem") into the woman believed to be the cause of pregnancy (rather than insemination). James George Frazer in Totemism and Exogamy wrote that Aboriginal people "have no idea of procreation as being directly associated with sexual intercourse, and firmly believe that children can be born without this taking place". Frazer's thesis has been criticised by other anthropologists, including Alfred Radcliffe-Brown in Nature in 1938. Anthropological perspectives Early anthropologists and ethnologists like James George Frazer, Alfred Cort Haddon, John Ferguson McLennan and W. H. R. Rivers identified totemism as a shared practice across indigenous groups in unconnected parts of the world, typically reflecting a stage of human development. Scottish ethnologist John Ferguson McLennan, following the vogue of 19th-century research, addressed totemism in a broad perspective in his study The Worship of Animals and Plants (1869, 1870). McLennan did not seek to explain the specific origin of the totemistic phenomenon but sought to indicate that all of the human race had, in ancient times, gone through a totemistic stage. Another Scottish scholar, Andrew Lang, early in the 20th century, advocated a nominalistic explanation of totemism, namely, that local groups or clans, in selecting a totemistic name from the realm of nature, were reacting to a need to be differentiated. If the origin of the name was forgotten, Lang argued, there followed a mystical relationship between the object—from which the name was once derived—and the groups that bore these names. Through nature myths, animals and natural objects were considered as the relatives, patrons, or ancestors of the respective social units. British anthropologist Sir James George Frazer published Totemism and Exogamy in 1910, a four-volume work based largely on his research among Indigenous Australians and Melanesians, along with a compilation of the work of other writers in the field. By 1910, the idea of totemism as having common properties across cultures was being challenged, with Russian American ethnologist Alexander Goldenweiser subjecting totemistic phenomena to sharp criticism. Goldenweiser compared Indigenous Australians and First Nations in British Columbia to show that the supposedly shared qualities of totemism—exogamy, naming, descent from the totem, taboo, ceremony, reincarnation, guardian spirits and secret societies and art—were actually expressed very differently between Australia and British Columbia. He then expands his analysis to other groups to show that they share some of the customs associated with totemism, without having totems. He concludes by offering two general definitions of totemism, one of which is: "Totemism is the tendency of definite social units to become associated with objects and symbols of emotional value". The founder of a French school of sociology, Émile Durkheim, examined totemism from a sociological and theological point of view, attempting to discover a pure religion in very ancient forms and claimed to see the origin of religion in totemism. In addition, he argued that totemism also served as a form of collective worship, reinforcing social cohesion and solidarity. The leading representative of British social anthropology, A. R. Radcliffe-Brown, took a totally different view of totemism. Like Franz Boas, he was skeptical that totemism could be described in any unified way. In this he opposed the other pioneer of social anthropology in England, Bronisław Malinowski, who wanted to confirm the unity of totemism in some way and approached the matter more from a biological and psychological point of view than from an ethnological one. According to Malinowski, totemism was not a cultural phenomenon, but rather the result of trying to satisfy basic human needs within the natural world. As far as Radcliffe-Brown was concerned, totemism was composed of elements that were taken from different areas and institutions, and what they have in common is a general tendency to characterize segments of the community through a connection with a portion of nature. In opposition to Durkheim's theory of sacralization, Radcliffe-Brown took the point of view that nature is introduced into the social order rather than secondary to it. At first, he shared with Malinowski the opinion that an animal becomes totemistic when it is “good to eat.” He later came to oppose the usefulness of this viewpoint, since many totems—such as crocodiles and flies—are dangerous and unpleasant. In 1938, the structural functionalist anthropologist A. P. Elkin wrote The Australian Aborigines: How to understand them. His typologies of totemism included eight "forms" and six "functions". The forms identified were: The functions identified were: The terms in Elkin's typologies see some use today, but Aboriginal customs are seen as more diverse than his typologies suggest. As a chief representative of modern structuralism, French ethnologist Claude Lévi-Strauss, and his Le Totémisme aujourd'hui ("Totemism Today" ) are often cited in the field. In the 21st century, Australian anthropologists question the extent to which "totemism" can be generalized even across different Aboriginal Australian peoples, let alone to other cultures like the Ojibwe from whom the term was originally derived. Rose, James and Watson write that: The term ‘totem’ has proved to be a blunt instrument. Far more subtlety is required, and again, there is regional variation on this issue. Literature Poets, and to a lesser extent fiction writers, often use anthropological concepts, including the anthropological understanding of totemism. For this reason, literary criticism often resorts to psychoanalytic, anthropological analyses. See also References |
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Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links |
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