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[SOURCE: https://en.wikipedia.org/wiki/Counting_rods] | [TOKENS: 1998]
Contents Counting rods Counting rods (筭) are small bars, typically 3–14 cm (1" to 6") long, that were used by mathematicians for calculation in ancient East Asia. They are placed either horizontally or vertically to represent any integer or rational number. The written forms based on them are called rod numerals. They are a true positional numeral system with digits for 1–9 and a blank for 0, from the Warring states period (circa 475 BCE) to the 16th century. History Chinese arithmeticians used counting rods for well over two thousand years ago. In 1954, forty-odd counting rods of the Warring States period (5th century BCE to 221 BCE) were found in Zuǒjiāgōngshān (左家公山) Chu Grave No.15 in Changsha, Hunan.[failed verification] In 1973, archeologists unearthed a number of wood scripts from a tomb in Hubei dating from the period of the Han dynasty (206 BCE to 220 CE). On one of the wooden scripts was written: "当利二月定算𝍥".[citation needed] This is one of the earliest examples of using counting-rod numerals in writing. A square lacquer box, dating from c. 168 BCE, containing a square chess board with the TLV patterns, chessmen, counting rods, and other items, was excavated in 1972, from Mawangdui M3, Changsha, Hunan Province. In 1976, a bundle of Western Han-era (202 BCE to 9 CE) counting rods made of bones was unearthed from Qianyang County in Shaanxi. The use of counting rods must predate it; Sunzi (c. 544 to c. 496 BCE), a military strategist at the end of Spring and Autumn period of 771 BCE to 5th century BCE, mentions their use to make calculations to win wars before going into the battle; Laozi (died 531 BCE), writing in the Warring States period, said "a good calculator doesn't use counting rods". The Book of Han (finished 111 CE) recorded: "they calculate with bamboo, diameter one fen, length six cun, arranged into a hexagonal bundle of two hundred seventy one pieces". At first, calculating rods were round in cross-section, but by the time of the Sui dynasty (581 to 618 CE) mathematicians used triangular rods to represent positive numbers and rectangular rods for negative numbers.[citation needed] After the abacus flourished[when?], counting rods were abandoned except in Japan, where rod numerals developed into a symbolic notation for algebra. Using counting rods Counting rods represent digits by the number of rods, and the perpendicular rod represents five. To avoid confusion, vertical and horizontal forms are alternately used. Generally, vertical rod numbers are used for the position for the units, hundreds, ten thousands, etc., while horizontal rod numbers are used for the tens, thousands, hundred thousands etc. It is written in Sunzi Suanjing that "one is vertical, ten is horizontal". Red rods represent positive numbers and black rods represent negative numbers. Ancient Chinese clearly understood negative numbers and zero (leaving a blank space for it), though they had no symbol for the latter. The Nine Chapters on the Mathematical Art, which was mainly composed in the first century CE, stated "(when using subtraction) subtract same signed numbers, add different signed numbers, subtract a positive number from zero to make a negative number, and subtract a negative number from zero to make a positive number". Later, a go stone was sometimes used to represent zero. This alternation of vertical and horizontal rod numeral form is very important to understanding written transcription of rod numerals on manuscripts correctly. For instance, in Licheng suanjin, 81 was transcribed as , and 108 was transcribed as ; it is clear that the latter clearly had a blank zero on the "counting board" (i.e., floor or mat), even though on the written transcription, there was no blank. In the same manuscript, 405 was transcribed as , with a blank space in between for obvious reasons, and could in no way be interpreted as "45". In other words, transcribed rod numerals may not be positional, but on the counting board, they are positional. is an exact image of the counting rod number 405 on a table top or floor. The value of a number depends on its physical position on the counting board. A 9 at the rightmost position on the board stands for 9. Moving the batch of rods representing 9 to the left one position (i.e., to the tens place) gives 9[] or 90. Shifting left again to the third position (to the hundreds place) gives 9[][] or 900. Each time one shifts a number one position to the left, it is multiplied by 10. Each time one shifts a number one position to the right, it is divided by 10. This applies to single-digit numbers or multiple-digit numbers. Song dynasty mathematician Jia Xian used hand-written Chinese decimal orders 步十百千萬 as rod numeral place values, as evident from a facsimile from a page of Yongle Encyclopedia. He arranged 七萬一千八百二十四 as He treated the Chinese order numbers as place value markers, and 七一八二四 became place value decimal numbers. He then wrote the rod numerals according to their place value: In Japan, mathematicians put counting rods on a counting board, a sheet of cloth with grids, and used only vertical forms relying on the grids. An 18th-century Japanese mathematics book has a checker counting board diagram, with the order of magnitude symbols "千百十一分厘毛" (thousand, hundred, ten, unit, tenth, hundredth, thousandth). Examples: Rod numerals Rod numerals are a positional numeral system made from shapes of counting rods. Positive numbers are written as they are and the negative numbers are written with a slant bar at the last digit. The vertical bar in the horizontal forms 6–9 are drawn shorter to have the same character height. A circle (〇) is used for 0. Many historians think it was imported from Indian numerals by Gautama Siddha in 718, but some think it was created from the Chinese text space filler "□", and others think that the Indians acquired it from China, because it resembles a Confucian philosophical symbol for "nothing". In the 13th century, Southern Song mathematicians changed digits for 4, 5, and 9 to reduce strokes. The new horizontal forms eventually transformed into Suzhou numerals. Japanese continued to use the traditional forms. Examples: In Japan, Seki Takakazu developed the rod numerals into symbolic notation for algebra and drastically improved Japanese mathematics. After his period, the positional numeral system using Chinese numeral characters was developed, and the rod numerals were used only for the plus and minus signs. Fractions A fraction was expressed with rod numerals as two rod numerals one on top of another (without any other symbol, like the modern horizontal bar).[citation needed] Rod calculus The method for using counting rods for mathematical calculation was called rod calculation or rod calculus (筹算). Rod calculus can be used for a wide range of calculations, including finding the value of π, finding square roots, cube roots, or higher order roots, and solving a system of linear equations. Before the introduction of a written zero, a space was used to indicate no units, and the rotation of the character in the subsequent unit column, by 90°, adopted, to help reduce the ambiguity in record values calculated on the rods. For example 107 (𝍠 𝍧) and 17 (𝍩𝍧) would be distinguished by rotation, though multiple zero units could lead to ambiguity, eg. 1007 (𝍩 𝍧), and 10007 (𝍠 𝍧). Once written zero came into play, the rod numerals had become independent, and their use indeed outlives the counting rods, after its replacement by abacus. One variation of horizontal rod numerals, the Suzhou numerals is still in use for book-keeping and in herbal medicine prescription in Chinatowns in some parts of the world. Unicode Unicode 5.0 includes counting rod numerals in their own block in the Supplementary Multilingual Plane (SMP) from U+1D360 to U+1D37F. The code points for the horizontal digits 1–9 are U+1D360 to U+1D368 and those for the vertical digits 1–9 are U+1D369 to U+1D371. The former are called unit digits and the latter are called tens digits, which is opposite of the convention described above. The Unicode Standard states that the orientation of the Unicode characters follows Song dynasty convention, which differs from Han dynasty practice which represented digits as vertical lines, and tens as horizontal lines. Zero should be represented by U+3007 (〇, ideographic number zero) and the negative sign should be represented by U+20E5 (combining reverse solidus overlay). As these were recently added to the character set and since they are included in the SMP, font support may still be limited. See also References External links For a look of the ancient counting rods, and further explanation, you can visit the sites
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[SOURCE: https://en.wikipedia.org/wiki/Literature] | [TOKENS: 6408]
Contents Literature Literature is any collection of written work. The term is also used more narrowly for writings considered an art form, especially novels, plays, and poems. It includes both print and digital writing. In recent centuries, the definition has expanded to include oral literature, much of which has been transcribed. Literature is a method of recording, preserving, and transmitting knowledge and entertainment. It can also have a social, psychological, spiritual, or political role. Literary criticism is one of the oldest academic disciplines, and is concerned with the literary merit or intellectual significance of specific texts. The study of books and other texts as artifacts or traditions is instead encompassed by textual criticism or the history of the book. "Literature", as an art form, is sometimes used synonymously with literary fiction, fiction written with the goal of artistic merit, but can also include works in various non-fiction genres, such as biography, diaries, memoirs, letters, and essays. Within this broader definition, literature includes non-fictional books, articles, or other written information on a particular subject. Developments in print technology have allowed an ever-growing distribution and proliferation of written works, while the digital era has blurred the lines between online electronic literature and other forms of modern media. Definitions Definitions of literature have varied over time. In Western Europe, prior to the 18th century, literature denoted all books and writing. It can be seen as returning to older, more inclusive notions, so that cultural studies, for instance, include, in addition to canonical works, popular and minority genres. The word is also used in reference to non-written works: to "oral literature" and "the literature of preliterate culture".[citation needed] Etymologically, the term derives from Latin literatura/litteratura, "learning, writing, grammar," originally "writing formed with letters," from litera/littera, "letter." In spite of this, the term has also been applied to spoken or sung texts. Literature is often referred to synecdochically as "writing," especially creative writing, and poetically as "the craft of writing" (or simply "the craft"). Syd Field described his discipline, screenwriting, as "a craft that occasionally rises to the level of art." A value judgment definition of literature considers it as consisting solely of high quality writing that forms part of the belles-lettres ("fine writing") tradition. An example of this is in the 1910–1911 Encyclopædia Britannica, which classified literature as "the best expression of the best thought reduced to writing". History The use of the term "literature" here poses some issues due to its origins in the Latin littera, "letter," essentially writing. Alternatives such as "oral forms" and "oral genres" have been suggested, but the word literature is widely used. Australian Aboriginal culture has thrived on oral traditions and oral histories passed down through tens of thousands of years. In a study published in February 2020, new evidence showed that both Budj Bim and Tower Hill volcanoes erupted between 34,000 and 40,000 years ago. Significantly, this is a "minimum age constraint for human presence in Victoria", and also could be interpreted as evidence for the oral histories of the Gunditjmara people, an Aboriginal Australian people of south-western Victoria, which tell of volcanic eruptions being some of the oldest oral traditions in existence. An axe found underneath volcanic ash in 1947 had already proven that humans inhabited the region before the eruption of Tower Hill. Oral literature is an ancient human tradition found in "all corners of the world." Modern archaeology has been unveiling evidence of the human efforts to preserve and transmit arts and knowledge that depended completely or partially on an oral tradition, across various cultures: The Judeo-Christian Bible reveals its oral traditional roots; medieval European manuscripts are penned by performing scribes; geometric vases from archaic Greece mirror Homer's oral style. (...) Indeed, if these final decades of the millennium have taught us anything, it must be that oral tradition never was the other we accused it of being; it never was the primitive, preliminary technology of communication we thought it to be. Rather, if the whole truth is told, oral tradition stands out as the single most dominant communicative technology of our species as both a historical fact and, in many areas still, a contemporary reality. The earliest poetry is believed to have been recited or sung, employed as a way of remembering history, genealogy, and law. In Asia, the transmission of folklore, mythologies as well as scriptures in ancient India, in different Indian religions, was by oral tradition, preserved with precision with the help of elaborate mnemonic techniques. The early Buddhist texts are also generally believed to be of oral tradition, with the first by comparing inconsistencies in the transmitted versions of literature from various oral societies such as the Greek, Serbia and other cultures, then noting that the Vedic literature is too consistent and vast to have been composed and transmitted orally across generations, without being written down. According to Goody, the Vedic texts likely involved both a written and oral tradition, calling it a "parallel products of a literate society". All ancient Greek literature was to some degree oral in nature, and the earliest literature was completely so. Homer's epic poetry, states Michael Gagarin, was largely composed, performed and transmitted orally. As folklores and legends were performed in front of distant audiences, the singers would substitute the names in the stories with local characters or rulers to give the stories a local flavor and thus connect with the audience by making the historicity embedded in the oral tradition as unreliable. The lack of surviving texts about the Greek and Roman religious traditions have led scholars to presume that these were ritualistic and transmitted as oral traditions, but some scholars disagree that the complex rituals in the ancient Greek and Roman civilizations were an exclusive product of an oral tradition. Writing systems are not known to have existed among Native North Americans (north of Mesoamerica) before contact with Europeans. Oral storytelling traditions flourished in a context without the use of writing to record and preserve history, scientific knowledge, and social practices. While some stories were told for amusement and leisure, most functioned as practical lessons from tribal experience applied to immediate moral, social, psychological, and environmental issues. Stories fuse fictional, supernatural, or otherwise exaggerated characters and circumstances with real emotions and morals as a means of teaching. Plots often reflect real life situations and may be aimed at particular people known by the story's audience. In this way, social pressure could be exerted without directly causing embarrassment or social exclusion. For example, rather than yelling, Inuit parents might deter their children from wandering too close to the water's edge by telling a story about a sea monster with a pouch for children within its reach. Oratory or the art of public speaking was considered a literary art for a significant period of time. From ancient Greece to the late 19th century, rhetoric played a central role in Western education in training orators, lawyers, counselors, historians, statesmen, and poets.[note 1] Around the 4th millennium BC, the complexity of trade and administration in Mesopotamia outgrew human memory, and writing became a more dependable method of recording and presenting transactions in a permanent form. Though in both ancient Egypt and Mesoamerica, writing may have already emerged because of the need to record historical and environmental events. Subsequent innovations included more uniform, predictable legal systems, sacred texts, and the origins of modern practices of scientific inquiry and knowledge-consolidation, all largely reliant on portable and easily reproducible forms of writing. Ancient Egyptian literature, along with Sumerian literature, are considered the world's oldest literatures. The primary genres of the literature of ancient Egypt—didactic texts, hymns and prayers, and tales—were written almost entirely in verse; By the Old Kingdom (26th century BC to 22nd century BC), literary works included funerary texts, epistles and letters, hymns and poems, and commemorative autobiographical texts recounting the careers of prominent administrative officials. It was not until the early Middle Kingdom (21st century BC to 17th century BC) that a narrative Egyptian literature was created. Many works of early periods, even in narrative form, had a covert moral or didactic purpose, such as the Sanskrit Panchatantra (200 BC – 300 AD), based on older oral tradition. Drama and satire also developed as urban cultures, which provided a larger public audience, and later readership for literary production. Lyric poetry (as opposed to epic poetry) was often the speciality of courts and aristocratic circles, particularly in East Asia where songs were collected by the Chinese aristocracy as poems, the most notable being the Shijing or Book of Songs (1046–c. 600 BC). In ancient China, early literature was primarily focused on philosophy, historiography, military science, agriculture, and poetry. China, the origin of modern paper making and woodblock printing, produced the world's first print cultures. Much of Chinese literature originates with the Hundred Schools of Thought period that occurred during the Eastern Zhou dynasty (769‒269 BC). The most important of these include the Classics of Confucianism, of Daoism, of Mohism, of Legalism, as well as works of military science (e.g. Sun Tzu's The Art of War, c. 5th century BC) and Chinese history (e.g. Sima Qian's Records of the Grand Historian, c. 94 BC). Ancient Chinese literature had a heavy emphasis on historiography, with often very detailed court records. An exemplary piece of narrative history of ancient China was the Zuo Zhuan, which was compiled no later than 389 BC, and attributed to the blind 5th-century BC historian Zuo Qiuming. In ancient India, literature originated from stories that were originally orally transmitted. Early genres included drama, fables, sutras and epic poetry. Sanskrit literature begins with the Vedas, dating back to 1500–1000 BC, and continues with the Sanskrit Epics of Iron Age India. The Vedas are among the oldest sacred texts. The Samhitas (vedic collections) date to roughly 1500–1000 BC, and the "circum-Vedic" texts, as well as the redaction of the Samhitas, date to c. 1000‒500 BC, resulting in a Vedic period, spanning the mid-2nd to mid-1st millennium BC, or the Late Bronze Age and the Iron Age. The period between approximately the 6th to 1st centuries BC saw the composition and redaction of the two most influential Indian epics, the Mahabharata and the Ramayana, with subsequent redaction progressing down to the 4th century AD such as Ramcharitmanas. The earliest known Greek writings are Mycenaean (c. 1600–1100 BC), written in the Linear B syllabary on clay tablets. These documents contain prosaic records largely concerned with trade (lists, inventories, receipts, etc.); no real literature has been discovered. Michael Ventris and John Chadwick, the original decipherers of Linear B, state that literature almost certainly existed in Mycenaean Greece, but it was either not written down or, if it was, it was on parchment or wooden tablets, which did not survive the destruction of the Mycenaean palaces in the twelfth century BC. Homer's epic poems, the Iliad and the Odyssey, are central works of ancient Greek literature. It is generally accepted that the poems were composed at some point around the late eighth or early seventh century BC. Modern scholars consider these accounts legendary. Most researchers believe that the poems were originally transmitted orally. From antiquity until the present day, the influence of Homeric epic on Western civilization has been significant, inspiring many of its most famous works of literature, music, art and film. The Homeric epics were the greatest influence on ancient Greek culture and education; to Plato, Homer was simply the one who "has taught Greece" – ten Hellada pepaideuken. Hesiod's Works and Days (c.700 BC) and Theogony are some of the earliest and most influential works of ancient Greek literature. Classical Greek genres included philosophy, poetry, historiography, comedies and dramas. Plato (428/427 or 424/423 – 348/347 BC) and Aristotle (384–322 BC) authored philosophical texts that are regarded as the foundation of Western philosophy, Sappho (c. 630 – c. 570 BC) and Pindar were influential lyric poets, and Herodotus (c. 484 – c. 425 BC) and Thucydides were early Greek historians. Although drama was popular in ancient Greece, of the hundreds of tragedies written and performed during the classical age, only a limited number of plays by three authors still exist: Aeschylus, Sophocles, and Euripides. The plays of Aristophanes (c. 446 – c. 386 BC) provide the only real examples of a genre of comic drama known as Old Comedy, the earliest form of Greek Comedy, and are in fact used to define the genre. The Hebrew religious text, the Torah, is widely seen as a product of the Persian period (539–333 BC, probably 450–350 BC). This consensus echoes a traditional Jewish view which gives Ezra, the leader of the Jewish community on its return from Babylon, a pivotal role in its promulgation. This represents a major source of Christianity's Bible, which has had a major influence on Western literature. The beginning of Roman literature dates to 240 BC, when a Roman audience saw a Latin version of a Greek play. Literature in Latin would flourish for the next six centuries, and includes essays, histories, poems, plays, and other writings. The Qur'an (610 AD to 632 AD), the main holy book of Islam, had a significant influence on the Arab language, and marked the beginning of Islamic literature. Muslims believe it was transcribed in the Arabic dialect of the Quraysh, the tribe of Muhammad. As Islam spread, the Quran had the effect of unifying and standardizing Arabic. Theological works in Latin were the dominant form of literature in Europe typically found in libraries during the Middle Ages. Western Vernacular literature includes the Poetic Edda and the sagas, or heroic epics, of Iceland, the Anglo-Saxon Beowulf, and the German Song of Hildebrandt. A later form of medieval fiction was the romance, an adventurous and sometimes magical narrative with strong popular appeal. Controversial, religious, political and instructional literature proliferated during the European Renaissance as a result of the Johannes Gutenberg's invention of the printing press around 1440, while the Medieval romance developed into the novel. Publishing became possible with the invention of writing but became more practical with the invention of printing. Prior to printing, distributed works were copied manually, by scribes. The Chinese inventor Bi Sheng made movable type of earthenware c. 1045 and was spread to Korea later. Around 1230, Koreans invented a metal type movable printing. East metal movable type was spread to Europe between the late 14th century and early 15th century. In c. 1450, Johannes Gutenberg invented movable type in Europe. This invention gradually made books less expensive to produce and more widely available. Early printed books, single sheets, and images created before 1501 in Europe are known as incunables or incunabula. "A man born in 1453, the year of the fall of Constantinople, could look back from his fiftieth year on a lifetime in which about eight million books had been printed, more perhaps than all the scribes of Europe had produced since Constantine founded his city in A.D. 330." Eventually, printing enabled other forms of publishing besides books. The history of newspaper publishing began in Germany in 1609, with the publishing of magazines following in 1663. In late 1820s England, growing political and social awareness, "particularly among the utilitarians and Benthamites, promoted the possibility of including courses in English literary study in the newly formed London University". This further developed into the idea of the study of literature being "the ideal carrier for the propagation of the humanist cultural myth of a well educated, culturally harmonious nation". The widespread education of women was not common until the nineteenth century, and because of this, literature until recently was mostly male dominated. George Sand was an idea. She has a unique place in our age.Others are great men ... she was a great woman. There were few English-language women poets whose names are remembered until the twentieth century. In the nineteenth century some notable individuals include Emily Brontë, Elizabeth Barrett Browning, and Emily Dickinson (see American poetry). But while generally women are absent from the European canon of Romantic literature, there is one notable exception, the French novelist and memoirist Amantine Dupin (1804 – 1876) best known by her pen name George Sand. One of the more popular writers in Europe in her lifetime, being more renowned than both Victor Hugo and Honoré de Balzac in England in the 1830s and 1840s, Sand is recognised as one of the most notable writers of the European Romantic era. Jane Austen (1775 – 1817) is the first major English woman novelist, while Aphra Behn is an early female dramatist. Nobel Prizes in Literature have been awarded between 1901 and 2020 to 117 individuals: 101 men and 16 women. Selma Lagerlöf (1858 – 1940) was the first woman to win the Nobel Prize in Literature, which she was awarded in 1909. Additionally, she was the first woman to be granted a membership in The Swedish Academy in 1914. Feminist scholars have since the twentieth century sought to expand the literary canon to include more women writers. A separate genre of children's literature only began to emerge in the eighteenth century, with the development of the concept of childhood.: x–xi The earliest of these books were educational books, books on conduct, and simple ABCs—often decorated with animals, plants, and anthropomorphic letters. Study and criticism A fundamental question of literary theory is "what is literature?" – although many contemporary theorists and literary scholars believe either that "literature" cannot be defined or that it can refer to any use of language. Literary fiction is a term used to describe fiction that explores any facet of the human condition, and may involve social commentary. It is often regarded as having more artistic merit than genre fiction, especially the most commercially oriented types, but this has been contested in recent years, with the serious study of genre fiction within universities. The following, by the British author William Boyd on the short story, might be applied to all prose fiction: [short stories] seem to answer something very deep in our nature as if, for the duration of its telling, something special has been created, some essence of our experience extrapolated, some temporary sense has been made of our common, turbulent journey towards the grave and oblivion. The very best in literature is annually recognized by the Nobel Prize in Literature, which is awarded to an author from any country who has, in the words of the will of Swedish industrialist Alfred Nobel, produced "in the field of literature the most outstanding work in an ideal direction" (original Swedish: den som inom litteraturen har producerat det mest framstående verket i en idealisk riktning). Some researchers suggest that literary fiction can play a role in an individual's psychological development. Psychologists have also been using literature as a therapeutic tool. Psychologist Hogan argues for the value of the time and emotion that a person devotes to understanding a character's situation in literature; that it can unite a large community by provoking universal emotions, as well as allowing readers access to different cultures, and new emotional experiences. One study, for example, suggested that the presence of familiar cultural values in literary texts played an important impact on the performance of minority students. Psychologist Maslow's ideas help literary critics understand how characters in literature reflect their personal culture and the history. The theory suggests that literature helps an individual's struggle for self-fulfillment. The influence of religious texts Religion has had a major influence on literature, through works like the Vedas, the Torah, the Bible, and the Quran. The King James Version of the Bible has been called "the most influential version of the most influential book in the world, in what is now its most influential language", "the most important book in English religion and culture", and "arguably the most celebrated book in the English-speaking world," principally because of its literary style and widespread distribution. Prominent atheist figures such as the late Christopher Hitchens and Richard Dawkins have praised the King James Version as being "a giant step in the maturing of English literature" and "a great work of literature", respectively, with Dawkins adding: "A native speaker of English who has never read a word of the King James Bible is verging on the barbarian". Societies in which preaching has great importance, and those in which religious structures and authorities have a near-monopoly of reading and writing and/or a censorship role (as, for example, in the European Middle Ages), may impart a religious gloss[clarification needed] to much of the literature those societies produce or retain. The traditions of close study of religious texts has furthered the development of techniques and theories in literary studies.[citation needed] Types Poetry has traditionally been distinguished from prose by its greater use of the aesthetic qualities of language, including musical devices such as assonance, alliteration, rhyme, and rhythm, and by being set in lines and verses rather than paragraphs, and more recently its use of other typographical elements. This distinction is complicated by various hybrid forms such as digital poetry, sound poetry, concrete poetry and prose poem, and more generally by the fact that prose possesses rhythm. Abram Lipsky refers to it as an "open secret" that "prose is not distinguished from poetry by lack of rhythm". Prior to the 19th century, poetry was commonly understood to be something set in metrical lines: "any kind of subject consisting of Rhythm or Verses". Possibly as a result of Aristotle's influence (his Poetics), "poetry" before the 19th century was usually less a technical designation for verse than a normative category of fictive or rhetorical art.[clarification needed] As a form it may pre-date literacy, with the earliest works being composed within and sustained by an oral tradition; hence it constitutes the earliest example of literature. As noted above, prose generally makes far less use of the aesthetic qualities of language than poetry. However, developments in modern literature, including free verse and prose poetry have tended to blur the differences, and poet T.S. Eliot suggested that while "the distinction between verse and prose is clear, the distinction between poetry and prose is obscure". There are verse novels, a type of narrative poetry in which a novel-length narrative is told through the medium of poetry rather than prose. Eugene Onegin (1831) by Alexander Pushkin is the most famous example. On the historical development of prose, Richard Graff notes that, in the case of ancient Greece, "recent scholarship has emphasized the fact that formal prose was a comparatively late development, an 'invention' properly associated with the classical period". Latin was a major influence on the development of prose in many European countries. Especially important was the great Roman orator Cicero. It was the lingua franca among literate Europeans until quite recent times, and the great works of Descartes (1596 – 1650), Francis Bacon (1561 – 1626), and Baruch Spinoza (1632 – 1677) were published in Latin. Among the last important books written primarily in Latin prose were the works of Swedenborg (d. 1772), Linnaeus (d. 1778), Euler (d. 1783), Gauss (d. 1855), and Isaac Newton (d. 1727). A novel is a long fictional narrative, usually written in prose. In English, the term emerged from the Romance languages in the late 15th century, with the meaning of "news"; it came to indicate something new, without a distinction between fact or fiction. The romance is a closely related long prose narrative. Walter Scott defined it as "a fictitious narrative in prose or verse; the interest of which turns upon marvelous and uncommon incidents", whereas in the novel "the events are accommodated to the ordinary train of human events and the modern state of society". Other European languages do not distinguish between romance and novel: "a novel is le roman, der Roman, il romanzo", indicates the proximity of the forms. Although there are many historical prototypes, so-called "novels before the novel", the modern novel form emerges late in cultural history—roughly during the eighteenth century. Initially subject to much criticism, the novel has acquired a dominant position amongst literary forms, both popularly and critically. The publisher Melville House classifies the novella as "too short to be a novel, too long to be a short story". Publishers and literary award societies typically consider a novella to be between 17,000 and 40,000 words. A dilemma in defining the "short story" as a literary form is how to, or whether one should, distinguish it from any short narrative and its contested origin, that include the Bible, and Edgar Allan Poe. Graphic novels and comic books present stories told in a combination of artwork, dialogue, and text. Electronic literature is a literary genre consisting of works created exclusively on and for digital devices. Common literary examples of non-fiction include, the essay; travel literature; biography, autobiography and memoir; journalism; letter; diary; history, philosophy, economics; scientific, nature, and technical writings. Non-fiction can fall within the broad category of literature as "any collection of written work", but some works fall within the narrower definition "by virtue of the excellence of their writing, their originality and their general aesthetic and artistic merits". Drama is literature intended for performance. The form is combined with music and dance in opera and musical theatre (see libretto). A play is a written dramatic work by a playwright that is intended for performance in a theatre; it comprises chiefly dialogue between characters. A closet drama, by contrast, is written to be read rather than to be performed; the meaning of which can be realized fully on the page. Nearly all drama took verse form until comparatively recently. The earliest form of which there exists substantial knowledge is Greek drama. This developed as a performance associated with religious and civic festivals, typically enacting or developing upon well-known historical, or mythological themes, In the twentieth century, scripts written for non-stage media have been added to this form, including radio, television and film. Law The law and literature movement focuses on the interdisciplinary connection between law and literature. Copyright is a type of intellectual property that gives its owner the exclusive right to make copies of a creative work, usually for a limited time. The creative work may be in a literary, artistic, educational, or musical form. Copyright is intended to protect the original expression of an idea in the form of a creative work, but not the idea itself. Literary works have been protected by copyright law from unauthorized reproduction since at least 1710. Literary works are defined by copyright law to mean "any work, other than a dramatic or musical work, which is written, spoken or sung, and accordingly includes (a) a table or compilation (other than a database), (b) a computer program, (c) preparatory design material for a computer program, and (d) a database." Literary works are all works of literature; that is all works expressed in print or writing (other than dramatic or musical works). The copyright law of the United States has a long and complicated history, dating back to colonial times. It was established as federal law with the Copyright Act of 1790. This act was updated many times, including a major revision in 1976. The copyright law of the European Union is the copyright law applicable within the European Union. Copyright law is largely harmonized in the Union, although country to country differences exist. The body of law was implemented in the EU through a number of directives, which the member states need to enact into their national law. The main copyright directives are the Copyright Term Directive, the Information Society Directive and the Directive on Copyright in the Digital Single Market. Copyright in the Union is furthermore dependent on international conventions to which the European Union is a member (such as the TRIPS Agreement and conventions to which all Member States are parties (such as the Berne Convention)). Japan was a party to the original Berne convention in 1899, so its copyright law is in sync with most international regulations. The convention protected copyrighted works for 50 years after the author's death (or 50 years after publication for unknown authors and corporations). However, in 2004 Japan extended the copyright term to 70 years for cinematographic works. At the end of 2018, as a result of the Trans-Pacific Partnership negotiations, the 70-year term was applied to all works. This new term is not applied retroactively; works that had entered the public domain between 1999 and 2018 by expiration would remain in the public domain. Censorship of literature is employed by states, religious organizations, educational institutions, etc., to control what can be portrayed, spoken, performed, or written. Generally such bodies attempt to ban works for political reasons, or because they deal with other controversial matters such as race, or sex. A notable example of censorship is James Joyce's novel Ulysses, which has been described by Russian-American novelist Vladimir Nabokov as a "divine work of art" and the greatest masterpiece of 20th century prose. It was banned in the United States from 1921 until 1933 on the grounds of obscenity. Nowadays it is a central literary text in English literature courses, throughout the world. Awards There are numerous awards recognizing achievements and contributions in literature. Given the diversity of the field, awards are typically limited in scope, usually on: form, genre, language, nationality and output (e.g. for first-time writers or debut novels). The Nobel Prize in Literature was one of the six Nobel Prizes established by the will of Alfred Nobel in 1895, and is awarded to an author on the basis of their body of work, rather than to, or for, a particular work itself.[note 2] Other literary prizes for which all nationalities are eligible include: the Neustadt International Prize for Literature, the Man Booker International Prize, Pulitzer Prize, Hugo Award, Guardian First Book Award and the Franz Kafka Prize. See also Notes References Further reading External links
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File:Middle East map of Köppen climate classification.svg Summary Köppen climate classification (vector conversion) Continental climate Dry climate Humid subtropical climate Mediterranean climate Oceanic climate Tropical climate Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 6 pages use this file: Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file.
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[SOURCE: https://en.wikipedia.org/wiki/Religion] | [TOKENS: 10954]
Contents Religion Antiquity Medieval Early modern Modern Iran India East-Asia Religion is a range of social-cultural systems, including designated behaviors and practices, ethics, morals, beliefs, worldviews, texts, sanctified places, prophecies, or organizations, that generally relate humanity to supernatural, transcendental, and spiritual elements—although there is no scholarly consensus over what precisely constitutes a religion. It is an essentially contested concept. Different religions may or may not contain various elements ranging from the divine, sacredness, faith, and a supernatural being or beings. The origin of religious belief is an open question, with possible explanations including awareness of individual death, a sense of community, and dreams. Religions have sacred histories, narratives, and mythologies, preserved in oral traditions, sacred texts, symbols, and holy places, that may attempt to explain the origin of life, the universe, and other phenomena. Religious practice may include rituals, sermons, commemoration or veneration (of deities or saints), sacrifices, festivals, feasts, trances, initiations, matrimonial and funerary services, meditation, prayer, music, art, dance, or public service. There are an estimated 10,000 distinct religions worldwide, though nearly all of them have regionally based, relatively small followings. Four religions—Christianity, Islam, Hinduism, and Buddhism—account for over 77% of the world's population, and 92% of the world either follows one of those four religions or identifies as nonreligious, meaning that the vast majority of remaining religions account for only 8% of the population combined. The religiously unaffiliated demographic includes those who do not identify with any particular religion, atheists, and agnostics, although many in the demographic still have various religious beliefs. Many world religions are also organized religions, most definitively including the Abrahamic religions Christianity, Islam, Judaism, and the Baháʼí Faith, while others are arguably less so, in particular folk religions, indigenous religions, and some Eastern religions. A portion of the world's population are members of new religious movements. Scholars have indicated that global religiosity may be increasing due to religious countries having generally higher birth rates. The study of religion comprises a wide variety of academic disciplines, including theology, philosophy of religion, comparative religion, and social scientific studies. Theories about religion offer various explanations for its origins and workings, including the ontological foundations of religious being and belief. Etymology and history of the concept of "religion" The term religion comes from both Old French and Anglo-Norman (1200s CE) and means respect for sense of right, moral obligation, sanctity, what is sacred, reverence for the gods. It is ultimately derived from the Latin word religiō. According to Roman philosopher Cicero, religiō comes from relegere: re (meaning 'again') + lego (meaning 'read'), where lego is in the sense of 'go over', 'choose', or 'consider carefully'. Contrarily, some modern scholars such as Tom Harpur and Joseph Campbell have argued that religiō is derived from religare: re (meaning 'again') + ligare ('bind' or 'connect'), which was made prominent by St. Augustine following the interpretation given by Lactantius in Divinae institutiones, IV, 28. The medieval usage alternates with order in designating bonded communities like those of monastic orders: "we hear of the 'religion' of the Golden Fleece, of a knight 'of the religion of Avys'." In classic antiquity, religiō broadly meant conscientiousness, sense of right, moral obligation, or duty to anything. In the ancient and medieval world, the etymological Latin root religiō was understood as an individual virtue of worship in mundane contexts; never as doctrine, practice, or actual source of knowledge. In general, religiō referred to broad social obligations towards anything including family, neighbors, rulers, and even towards God. Religiō was most often used by the ancient Romans not in the context of a relation towards gods, but as a range of general emotions which arose from heightened attention in any mundane context such as hesitation, caution, anxiety, or fear, as well as feelings of being bound, restricted, or inhibited. The term was also closely related to other terms like scrupulus (which meant "very precisely"), and some Roman authors related the term superstitio (which meant too much fear or anxiety or shame) to religiō at times. When religiō came into English around the 1200s as religion, it took the meaning of "life bound by monastic vows" or monastic orders. The compartmentalized concept of religion, where religious and worldly things were separated, was not used before the 1500s. The concept of religion was first used in the 1500s to distinguish the domain of the church and the domain of civil authorities; the Peace of Augsburg marks such an instance, which has been described by Christian Reus-Smit as "the first step on the road toward a European system of sovereign states." Roman general Julius Caesar used religiō to mean 'obligation of an oath' when discussing captured soldiers making an oath to their captors. Roman naturalist Pliny the Elder used the term religiō to describe the apparent respect given by elephants to the night sky. Cicero used religiō as being related to cultum deorum (worship of the gods). In Ancient Greece, the Greek term threskeia (θρησκεία) was loosely translated into Latin as religiō in late antiquity. Threskeia was sparsely used in classical Greece but became more frequently used in the writings of Josephus in the 1st century CE. It was used in mundane contexts and could mean multiple things from respectful fear to excessive or harmfully distracting practices of others, to cultic practices. It was often contrasted with the Greek word deisidaimonia, which meant too much fear. Religion is a modern concept and not a universal concept across history, cultures or languages. The concept was invented recently in the English language and is found in texts from the 17th century due to events such as the splitting of Christendom during the Protestant Reformation and globalization in the Age of Exploration, which involved contact with numerous foreign cultures with non-European languages. Some argue that regardless of its definition, it is not appropriate to apply the term religion to non-Western cultures, while some followers of various faiths rebuke using the word to describe their own belief system. The concept of "ancient religion" stems from modern interpretations of a range of practices that conform to a modern concept of religion, influenced by early modern and 19th century Christian discourse. The concept of religion was formed in the 16th and 17th centuries, despite the fact that ancient sacred texts like the Bible, the Quran, and others did not have a word or even a concept of religion in the original languages and neither did the people or the cultures in which these sacred texts were written. For example, there is no precise equivalent of religion in Hebrew, and Judaism does not distinguish clearly between religious, national, racial, or ethnic identities. One of its central concepts is halakha, meaning the walk or path sometimes translated as law, which guides religious practice and belief and many aspects of daily life. Even though the beliefs and traditions of Judaism are found in the ancient world, ancient Jews saw Jewish identity as being about an ethnic or national identity and did not entail a compulsory belief system or regulated rituals. In the 1st century CE, Josephus had used the Greek term ioudaismos (Judaism) as an ethnic term and was not linked to modern abstract concepts of religion or a set of beliefs. The very concept of "Judaism" was invented by the Christian Church, and it was in the 19th century that Jews began to see their ancestral culture as a religion analogous to Christianity. The Greek word threskeia, which was used by Greek writers such as Herodotus and Josephus, is found in the New Testament. Threskeia is sometimes translated as "religion" in today's translations, but the term was understood as generic "worship" well into the medieval period. In the Quran, the Arabic word din is often translated as religion in modern translations, but up to the mid-1600s translators expressed din as "law." The Sanskrit word dharma, sometimes translated as religion, also means law. Throughout classical South Asia, the study of law consisted of concepts such as penance through piety and ceremonial as well as practical traditions. Medieval Japan at first had a similar union between imperial law and universal or Buddha law, but these later became independent sources of power. Though traditions, sacred texts, and practices have existed throughout time, most cultures did not align with Western conceptions of religion since they did not separate everyday life from the sacred. In the 18th and 19th centuries, the terms Buddhism, Hinduism, Taoism, Confucianism, and world religions first entered the English language. Native Americans were also thought of as not having religions and also had no word for religion in their languages either. No one self-identified as a Hindu or Buddhist or other similar terms before the 1800s. "Hindu" has historically been used as a geographical, cultural, and later religious identifier for people indigenous to the Indian subcontinent. Throughout its long history, Japan had no concept of religion since there was no corresponding Japanese word, nor anything close to its meaning, but when American warships appeared off the coast of Japan in 1853 and forced the Japanese government to sign treaties demanding, among other things, freedom of religion, the country had to contend with this idea. According to the philologist Max Müller in the 19th century, the root of the English word religion, the Latin religiō, was originally used to mean only reverence for God or the gods, careful pondering of divine things, piety (which Cicero further derived to mean diligence). Müller characterized many other cultures around the world, including Egypt, Persia, and India, as having a similar power structure at this point in history. What is called ancient religion today, they would have only called law. Accordingly, other concepts like the "secular", "nonreligion", and "atheism" have been called into question since they are, like religion, not universal concepts as they are not found in many other cultures. Anthropologically, this is also the case where Western terms and concepts like "religion" and "secular" do not exist in other cultures. Sociologists and demographers have noted that outside the West, concepts of "religion" or "the secular" are not always rooted in local culture and may not even be present. Other studies indicate that religion and nonreligion are not necessarily mutually exclusive experiences since there is overlap in individuals regular lives. Definition Scholars have failed to agree on a definition of religion. There are, however, two general definition systems: the sociological/functional and the phenomenological/philosophical. The concept of religion originated in the modern era in the West. Parallel concepts are not found in many current and past cultures; there is no equivalent term for religion in many languages. Scholars have found it difficult to develop a consistent definition, with some giving up on the possibility of a definition. Others argue that regardless of its definition, it is not appropriate to apply it to non-Western cultures. An increasing number of scholars have expressed reservations about ever defining the essence of religion. They observe that the way the concept today is used is a particularly modern construct that would not have been understood through much of history and in many cultures outside the West (or even in the West until after the Peace of Westphalia). The MacMillan Encyclopedia of Religions states: The very attempt to define religion, to find some distinctive or possibly unique essence or set of qualities that distinguish the religious from the remainder of human life, is primarily a Western concern. The attempt is a natural consequence of the Western speculative, intellectualistic, and scientific disposition. It is also the product of the dominant Western religious mode, what is called the Judeo-Christian climate or, more accurately, the theistic inheritance from Judaism, Christianity, and Islam. The theistic form of belief in this tradition, even when downgraded culturally, is formative of the dichotomous Western view of religion. That is, the basic structure of theism is essentially a distinction between a transcendent deity and all else, between the creator and his creation, between God and man. The anthropologist Clifford Geertz defined religion as a: ... system of symbols which acts to establish powerful, pervasive, and long-lasting moods and motivations in men by formulating conceptions of a general order of existence and clothing these conceptions with such an aura of factuality that the moods and motivations seem uniquely realistic. Alluding perhaps to Tylor's "deeper motive", Geertz remarked that: ... we have very little idea of how, in empirical terms, this particular miracle is accomplished. We just know that it is done, annually, weekly, daily, for some people almost hourly; and we have an enormous ethnographic literature to demonstrate it. The theologian Antoine Vergote took the term supernatural simply to mean whatever transcends the powers of nature or human agency. He also emphasized the cultural reality of religion, which he defined as: ... the entirety of the linguistic expressions, emotions and, actions and signs that refer to a supernatural being or supernatural beings. Peter Mandaville and Paul James intended to get away from the modernist dualisms or dichotomous understandings of immanence/transcendence, spirituality/materialism, and sacredness/secularity. They define religion as: ... a relatively-bounded system of beliefs, symbols and practices that addresses the nature of existence, and in which communion with others and Otherness is lived as if it both takes in and spiritually transcends socially-grounded ontologies of time, space, embodiment and knowing. According to the MacMillan Encyclopedia of Religions, there is an experiential aspect to religion which can be found in almost every culture: ... almost every known culture [has] a depth dimension in cultural experiences ... toward some sort of ultimacy and transcendence that will provide norms and power for the rest of life. When more or less distinct patterns of behavior are built around this depth dimension in a culture, this structure constitutes religion in its historically recognizable form. Religion is the organization of life around the depth dimensions of experience—varied in form, completeness, and clarity in accordance with the environing culture. Anthropologists Lyle Steadman and Craig T. Palmer emphasized the communication of supernatural beliefs, defining religion as: ... the communicated acceptance by individuals of another individual's "supernatural" claim, a claim whose accuracy is not verifiable by the senses. Friedrich Schleiermacher in the late 18th century defined religion as das schlechthinnige Abhängigkeitsgefühl, commonly translated as "the feeling of absolute dependence". His contemporary Georg Wilhelm Friedrich Hegel disagreed thoroughly, defining religion as "the Divine Spirit becoming conscious of Himself through the finite spirit."[better source needed] Edward Burnett Tylor defined religion in 1871 as "the belief in spiritual beings". He argued that narrowing the definition to mean the belief in a supreme deity or judgment after death or idolatry and so on, would exclude many peoples from the category of religious, and thus "has the fault of identifying religion rather with particular developments than with the deeper motive which underlies them." He also argued that the belief in spiritual beings exists in all known societies. In his book The Varieties of Religious Experience, the psychologist William James defined religion as "the feelings, acts, and experiences of individual men in their solitude, so far as they apprehend themselves to stand in relation to whatever they may consider the divine." By the term divine James meant "any object that is godlike, whether it be a concrete deity or not" to which the individual feels impelled to respond with solemnity and gravity. Sociologist Émile Durkheim, in his seminal book The Elementary Forms of the Religious Life, defined religion as a "unified system of beliefs and practices relative to sacred things". By sacred things he meant things "set apart and forbidden—beliefs and practices which unite into one single moral community called a Church, all those who adhere to them." Sacred things are not, however, limited to gods or spirits.[note 1] On the contrary, a sacred thing can be "a rock, a tree, a spring, a pebble, a piece of wood, a house, in a word, anything can be sacred." Religious beliefs, myths, dogmas and legends are the representations that express the nature of these sacred things, and the virtues and powers which are attributed to them. Echoes of James' and Durkheim's definitions are to be found in the writings of, for example, Frederick Ferré who defined religion as "one's way of valuing most comprehensively and intensively". Similarly, for the theologian Paul Tillich, faith is "the state of being ultimately concerned", which "is itself religion. Religion is the substance, the ground, and the depth of man's spiritual life." When religion is seen in terms of sacred, divine, intensive valuing, or ultimate concern, then it is possible to understand why scientific findings and philosophical criticisms (e.g., those made by Richard Dawkins) do not necessarily disturb its adherents. Aspects The origin of religious belief is an open question, with possible explanations including awareness of individual death, a sense of community, and dreams. Traditionally, faith, in addition to reason, has been considered a source of religious beliefs. The interplay between faith and reason, and their use as perceived support for religious beliefs, have been a subject of interest to philosophers and theologians. The word myth has several meanings: Ancient polytheistic religions, such as those of Greece, Rome, and Scandinavia, are usually categorized under the heading of mythology. Religions of pre-industrial peoples, or cultures in development, are similarly called myths in the anthropology of religion. The term myth can be used pejoratively by both religious and non-religious people. By defining another person's religious stories and beliefs as mythology, one implies that they are less real or true than one's own religious stories and beliefs. Joseph Campbell remarked, "Mythology is often thought of as other people's religions, and religion can be defined as misinterpreted mythology." In sociology, however, the term myth has a non-pejorative meaning. There, myth is defined as a story that is important for the group, whether or not it is objectively or provably true. Examples include the resurrection of their real-life founder Jesus, which, to Christians, explains the means by which they are freed from sin, is symbolic of the power of life over death, and is also said to be a historical event. But from a mythological outlook, whether or not the event actually occurred is unimportant. Instead, the symbolism of the death of an old life and the start of a new life is most significant. Religious believers may or may not accept such symbolic interpretations. The practices of a religion may include rituals, sermons, commemoration or veneration of a deity (god or goddess), sacrifices, festivals, feasts, trances, initiations, funerary services, matrimonial services, meditation, prayer, religious music, religious art, sacred dance, public service, or other aspects of human culture. Religions have a societal basis, either as a living tradition which is carried by lay participants, or with an organized clergy, and a definition of what constitutes adherence or membership. Academic study A number of disciplines study the phenomenon of religion: theology, comparative religion, history of religion, evolutionary origin of religions, anthropology of religion, psychology of religion (including neuroscience of religion and evolutionary psychology of religion), law and religion, and sociology of religion. Daniel L. Pals mentions eight classical theories of religion, focusing on various aspects of religion: animism and magic, by E.B. Tylor and J.G. Frazer; the psycho-analytic approach of Sigmund Freud; and further Émile Durkheim, Karl Marx, Max Weber, Mircea Eliade, E.E. Evans-Pritchard, and Clifford Geertz. Michael Stausberg gives an overview of contemporary theories of religion, including cognitive and biological approaches. Sociological and anthropological theories of religion generally attempt to explain the origin and function of religion. These theories define what they present as universal characteristics of religious belief and practice. The origin of religion is uncertain. There are a number of theories regarding the subsequent origins of religious practices. According to anthropologists John Monaghan and Peter Just, "Many of the great world religions appear to have begun as revitalization movements of some sort, as the vision of a charismatic prophet fires the imaginations of people seeking a more comprehensive answer to their problems than they feel is provided by everyday beliefs. Charismatic individuals have emerged at many times and places in the world. It seems that the key to long-term success—and many movements come and go with little long-term effect—has relatively little to do with the prophets, who appear with surprising regularity, but more to do with the development of a group of supporters who are able to institutionalize the movement." The development of religion has taken different forms in different cultures. Some religions place an emphasis on belief, while others emphasize practice. Some religions focus on the subjective experience of the religious individual, while others consider the activities of the religious community to be most important. Some religions claim to be universal, believing their laws and cosmology to be binding for everyone, while others are intended to be practiced only by a closely defined or localized group. In many places, religion has been associated with public institutions such as education, hospitals, the family, government, and political hierarchies. Anthropologists John Monoghan and Peter Just state that, "it seems apparent that one thing religion or belief helps us do is deal with problems of human life that are significant, persistent, and intolerable. One important way in which religious beliefs accomplish this is by providing a set of ideas about how and why the world is put together that allows people to accommodate anxieties and deal with misfortune." While religion is difficult to define, one standard model of religion, used in religious studies courses, was proposed by Clifford Geertz, who simply called it a "cultural system". A critique of Geertz's model by Talal Asad categorized religion as "an anthropological category". Richard Niebuhr's (1894–1962) five-fold classification of the relationship between Christ and culture, however, indicates that religion and culture can be seen as two separate systems, though with some interplay. One modern academic theory of religion, social constructionism, says that religion is a modern concept that suggests all spiritual practice and worship follows a model similar to the Abrahamic religions as an orientation system that helps to interpret reality and define human beings. Among the main proponents of this theory of religion are Daniel Dubuisson, Timothy Fitzgerald, Talal Asad, and Jason Ānanda Josephson. The social constructionists argue that religion is a modern concept that developed from Christianity and was then applied inappropriately to non-Western cultures. Cognitive science of religion is the study of religious thought and behavior from the perspective of the cognitive and evolutionary sciences. The field employs methods and theories from a very broad range of disciplines, including: cognitive psychology, evolutionary psychology, cognitive anthropology, artificial intelligence, cognitive neuroscience, neurobiology, zoology, and ethology. Scholars in this field seek to explain how human minds acquire, generate, and transmit religious thoughts, practices, and schemas by means of ordinary cognitive capacities. Hallucinations and delusions related to religious content occurs in about 60% of people with schizophrenia. While this number varies across cultures, this had led to theories about a number of influential religious phenomena and possible relation to psychotic disorders. A number of prophetic experiences are consistent with psychotic symptoms, although retrospective diagnoses are practically impossible. Schizophrenic episodes are also experienced by people who do not have belief in gods. Religious content is also common in temporal lobe epilepsy, and obsessive-compulsive disorder. Atheistic content is also found to be common with temporal lobe epilepsy. Comparative religion is the branch of the study of religions concerned with the systematic comparison of the doctrines and practices of the world's religions. In general, the comparative study of religion yields a deeper understanding of the fundamental philosophical concerns of religion such as ethics, metaphysics, and the nature and form of salvation. Studying such material is meant to give one a richer and more sophisticated understanding of human beliefs and practices regarding the sacred, numinous, spiritual and divine. In the field of comparative religion, a common geographical classification of the main world religions includes Middle Eastern religions (including Zoroastrianism and Iranian religions), Indian religions, East Asian religions, African religions, American religions, Oceanic religions, and classical Hellenistic religions. Classification In the 19th and 20th centuries, the academic practice of comparative religion divided religious belief into philosophically defined categories called world religions. Some academics studying the subject have divided religions into three broad categories: Some recent scholarship has argued that not all types of religion are necessarily separated by mutually exclusive philosophies, and furthermore that the utility of ascribing a practice to a certain philosophy, or even calling a given practice religious, rather than cultural, political, or social in nature, is limited. The current state of psychological study about the nature of religiousness suggests that it is better to refer to religion as a largely invariant phenomenon that should be distinguished from cultural norms (i.e. religions).[clarification needed] Some religion scholars classify religions as either universal religions that seek worldwide acceptance and actively look for new converts, such as the Baháʼí Faith, Buddhism, Christianity, Islam, and Jainism, while ethnic religions are identified with a particular ethnic group and do not seek converts. Others reject the distinction, pointing out that all religious practices, whatever their philosophical origin, are ethnic because they come from a particular culture. The five largest religious groups by world population, estimated to account for 5.8 billion people and 84% of the population, are Christianity, Islam, Buddhism, Hinduism (with the relative numbers for Buddhism and Hinduism dependent on the extent of syncretism), and traditional folk religions. A global poll in 2012 surveyed 57 countries and reported that 59% of the world's population identified as religious, 23% as not religious, 13% as convinced atheists, and also a 9% decrease in identification as religious when compared to the 2005 average from 39 countries. A follow-up poll in 2015 found that 63% of the globe identified as religious, 22% as not religious, and 11% as convinced atheists. On average, women are more religious than men. Some people follow multiple religions or multiple religious principles at the same time, regardless of whether or not the religious principles they follow traditionally allow for syncretism. Unaffiliated populations are projected to drop, even when taking disaffiliation rates into account, due to differences in birth rates. Scholars have indicated that global religiosity may be increasing due to religious countries having higher birth rates in general. Specific religions Abrahamic religions are monotheistic religions which believe they descend from Abraham. Judaism is the oldest Abrahamic religion, originating in the people of ancient Israel and Judah. The Torah is its foundational text, and is part of the larger text known as the Tanakh or Hebrew Bible. It is supplemented by oral tradition, set down in written form in later texts such as the Midrash and the Talmud. Judaism includes a wide corpus of texts, practices, theological positions, and forms of organization. Within Judaism there are a variety of movements, most of which emerged from Rabbinic Judaism, which holds that God revealed his laws and commandments to Moses on Mount Sinai in the form of both the Written and Oral Torah; historically, this assertion was challenged by various groups. The Jewish people were scattered after the destruction of the Temple in Jerusalem in 70 CE. Today there are about 13 million Jews, about 40 per cent living in Israel and 40 per cent in the United States. The largest Jewish religious movements are Orthodox Judaism (Haredi Judaism and Modern Orthodox Judaism), Conservative Judaism and Reform Judaism. Christianity is based on the life and teachings of Jesus of Nazareth (1st century) as presented in the New Testament. The Christian faith is essentially faith in Jesus as the Christ, the Son of God, and as Savior and Lord. Almost all Christians believe in the Trinity, which teaches the unity of Father, Son (Jesus Christ), and Holy Spirit as three persons in one Godhead. Most Christians can describe their faith with the Nicene Creed. As the religion of Byzantine Empire in the first millennium and of Western Europe during the time of colonization, Christianity has been propagated throughout the world via missionary work. It is the world's largest religion, with about 2.3 billion followers as of 2015. The main divisions of Christianity are, according to the number of adherents: There are also smaller groups, including: Islam is a monotheistic religion based on the Quran, one of the holy books considered by Muslims to be revealed by God, and on the teachings (hadith) of the Islamic prophet Muhammad, a major political and religious figure of the 7th century CE. Islam is based on the unity of all religious philosophies and accepts all of the Abrahamic prophets of Judaism, Christianity and other Abrahamic religions before Muhammad. It is the most widely practiced religion of Southeast Asia, North Africa, Western Asia, and Central Asia, while Muslim-majority countries also exist in parts of South Asia, Sub-Saharan Africa, and Southeast Europe. There are also several Islamic republics, including Iran, Pakistan, Mauritania, and Afghanistan. With about 1.8 billion followers (2015), almost a quarter of earth's population are Muslims. Other denominations of Islam include Nation of Islam, Ibadi, Sufism, Quranism, Mahdavia, Ahmadiyya and non-denominational Muslims. Wahhabism is the dominant Muslim schools of thought in the Kingdom of Saudi Arabia. Judaism, Christianity, and Islam are the three most popular Abrahamic faiths, however there are smaller and newer traditions that lay claim to the designation of Abrahamic as well. For example, the Baháʼí Faith, though often called a new religious movement, claims to be a world religion from the line of major Abrahamic religions, while recognizing the Indo-Iranian traditions (Hinduism, Buddhism, Zoroastrianism). Founded in 19th-century Iran, it teaches the unity of all great religious traditions as the progressive unfolding of one religion and accepts all of the prophets of Judaism, Christianity, and Islam as well as additional prophets (Krishna, Buddha, Zoroaster), including its founder Bahá'u'lláh. Its initial phase as Bábism forms an integral part of its history. Even smaller regional Abrahamic groups also exist, including Samaritanism (primarily in Israel and the State of Palestine), the Rastafari movement (primarily in Jamaica), and Druze (primarily in Syria, Lebanon, and Israel). The Druze faith originally developed out of Isma'ilism, and it has sometimes been considered an Islamic school by some Islamic authorities, but Druze themselves do not identify as Muslims. Scholars classify the Druze faith as an independent Abrahamic religion because it developed its own unique doctrines and eventually separated from both Isma'ilism and Islam altogether. One of these doctrines includes the belief that Al-Ḥākim bi-Amr Allāh was an incarnation of God. Mandaeism, sometimes also known as Sabianism (after the mysterious Sabians mentioned in the Quran, a name historically claimed by several religious groups), is a Gnostic, monotheistic and ethnic religion.: 4 : 1 Its adherents, the Mandaeans, consider John the Baptist to be their chief prophet. Mandaeans are the last surviving Gnostics from antiquity. East Asian religions (also known as Far Eastern religions or Taoic religions) consist of several religions of East Asia which make use of the concept of Tao (in Chinese), Dō (in Japanese or Korean) or Đạo (in Vietnamese). They include: Chinese folk religion: the indigenous religions of the Han Chinese, or, by metonymy, of all the populations of the Chinese cultural sphere. It includes the syncretism of Confucianism, Taoism and Buddhism, Wuism, as well as many new religious movements such as Chen Tao, Falun Gong and Yiguandao. Other folk and new religions of East Asia and Southeast Asia such as Korean shamanism, Chondogyo, and Jeung San Do in Korea; indigenous Philippine folk religions in the Philippines; Shinto, Shugendo, Ryukyuan religion, and Japanese new religions in Japan; Satsana Phi in Laos; Vietnamese folk religion, and Cao Đài, Hòa Hảo in Vietnam. Indian religions are practiced or were founded in the Indian subcontinent. They are sometimes classified as the dharmic religions, as they all feature dharma, the specific law of reality and duties expected according to the religion. Hinduism is also called Vaidika Dharma, the dharma of the Vedas, although many practitioners refer to their religion as Sanātana Dharma ("the Eternal Dharma") which refers to the idea that its origins lie beyond human history. Vaidika Dharma is a synecdoche describing the similar philosophies of Vaishnavism, Shaivism, and related groups practiced or founded in the Indian subcontinent. Concepts most of them share in common include karma, caste, reincarnation, mantras, yantras, and darśana.[note 2] Deities in Hinduism are referred to as Deva (masculine) and Devi (feminine). Major deities include Vishnu, Lakshmi, Shiva, Parvati, Brahma and Saraswati. These deities have distinct and complex personalities yet are often viewed as aspects of the same Ultimate Reality called Brahman.[note 3] Hinduism is one of the most ancient of still-active religious belief systems, with origins perhaps as far back as prehistoric times. Therefore, Hinduism has been called the oldest religion in the world. Jainism, taught primarily by Rishabhanatha (the founder of ahimsa) is an ancient Indian religion that prescribes a path of non-violence, truth and anekantavada for all forms of living beings in this universe; which helps them to eliminate all the Karmas, and hence to attain freedom from the cycle of birth and death (saṃsāra), that is, achieving nirvana. Jains are found mostly in India. According to Dundas, outside of the Jain tradition, historians date the Mahavira as about contemporaneous with the Buddha in the 5th-century BCE, and accordingly the historical Parshvanatha, based on the c. 250-year gap, is placed in 8th or 7th century BCE. Buddhism was founded by Siddhartha Gautama in the 5th century BCE. Buddhists generally agree that Gotama aimed to help sentient beings end their suffering (dukkha) by understanding the true nature of phenomena, thereby escaping the cycle of suffering and rebirth (saṃsāra), that is, achieving nirvana. Sikhism is a panentheistic religion founded on the teachings of Guru Nanak and ten successive Sikh gurus in 15th-century Punjab. It is the fifth-largest organized religion in the world, with approximately 30 million Sikhs. Sikhs are expected to embody the qualities of a Sant-Sipāhī—a saint-soldier, have control over one's internal vices and be able to be constantly immersed in virtues clarified in the Guru Granth Sahib. The principal beliefs of Sikhi are faith in Waheguru—represented by the phrase ik ōaṅkār, one cosmic divine actioner (God), who prevails in everything, along with a praxis in which the Sikh is enjoined to engage in social reform through the pursuit of justice for all human beings. Indigenous religions or folk religions refers to a broad category of traditional religions that can be characterised by shamanism, animism and ancestor worship, where traditional means "indigenous, that which is aboriginal or foundational, handed down from generation to generation...". These are religions that are closely associated with a particular group of people, ethnicity or tribe; they often have no formal creeds or sacred texts. Some religions are syncretic, fusing diverse religious beliefs and practices. Folk religions are often omitted as a category in surveys even in countries where they are widely practiced, e.g., in China. African traditional religion encompasses the traditional religious beliefs of people in Africa. In West Africa, these religions include the Akan religion, Dahomey (Fon) mythology, Efik mythology, Odinani, Serer religion (A ƭat Roog), and Yoruba religion, while Bushongo mythology, Mbuti (Pygmy) mythology, Lugbara mythology, Dinka religion, and Lotuko mythology come from central Africa. Southern African traditions include Akamba mythology, Masai mythology, Malagasy mythology, San religion, Lozi mythology, Tumbuka mythology, and Zulu mythology. Bantu mythology is found throughout central, southeast, and southern Africa. In north Africa, these traditions include Berber and ancient Egyptian. There are also notable African diasporic religions practiced in the Americas, such as Santeria, Candomble, Vodun, Lucumi, Umbanda, and Macumba. Iranian religions are ancient religions whose roots predate the Islamization of Greater Iran. Nowadays these religions are practiced only by minorities. Zoroastrianism is based on the teachings of prophet Zoroaster in the 6th century BCE. Zoroastrians worship the creator Ahura Mazda. In Zoroastrianism, good and evil have distinct sources, with evil trying to destroy the creation of Mazda, and good trying to sustain it. Kurdish religions include the traditional beliefs of the Yazidi, Alevi, and Ahl-e Haqq. Sometimes these are labeled Yazdânism. Related aspects The study of law and religion is a relatively new field, with several thousand scholars involved in law schools, and academic departments including political science, religion, and history since 1980. Scholars in the field are not only focused on strictly legal issues about religious freedom or non-establishment, but also study religions as they are qualified through judicial discourses or legal understanding of religious phenomena. Exponents look at canon law, natural law, and state law, often in a comparative perspective. Specialists have explored themes in Western history regarding Christianity and justice and mercy, rule and equity, and discipline and love. Common topics of interest include marriage and the family and human rights. Outside of Christianity, scholars have looked at law and religion links in the Muslim Middle East and pagan Rome. Studies have focused on secularization. In particular, the issue of wearing religious symbols in public, such as headscarves that are banned in French schools, have received scholarly attention in the context of human rights and feminism. Science acknowledges reason and empirical evidence; and religions include revelation, faith and sacredness whilst also acknowledging philosophical and metaphysical explanations with regard to the study of the universe. Both science and religion are not monolithic, timeless, or static because both are complex social and cultural endeavors that have changed through time across languages and cultures. The concepts of science and religion are a recent invention: the term religion emerged in the 17th century in the midst of colonization and globalization and the Protestant Reformation. The term science emerged in the 19th century out of natural philosophy in the midst of attempts to narrowly define those who studied nature (natural science), and the phrase religion and science emerged in the 19th century due to the reification of both concepts. It was in the 19th century that the terms Buddhism, Hinduism, Taoism, and Confucianism first emerged. In the ancient and medieval world, the etymological Latin roots of both science (scientia) and religion (religio) were understood as inner qualities of the individual or virtues, never as doctrines, practices, or actual sources of knowledge. In general, the scientific method gains knowledge by testing hypotheses to develop theories through elucidation of facts or evaluation by experiments and thus only answers cosmological questions about the universe that can be observed and measured. It develops theories of the world which best fit physically observed evidence. All scientific knowledge is subject to later refinement, or even rejection, in the face of additional evidence. Scientific theories that have an overwhelming preponderance of favorable evidence are often treated as de facto verities in general parlance, such as the theories of general relativity and natural selection to explain respectively the mechanisms of gravity and evolution. Religion does not have a method per se partly because religions emerge through time from diverse cultures and it is an attempt to find meaning in the world, and to explain humanity's place in it and relationship to it and to any posited entities. In terms of Christian theology and ultimate truths, people rely on reason, experience, scripture, and tradition to test and gauge what they experience and what they should believe. Furthermore, religious models, understanding, and metaphors are also revisable, as are scientific models. Regarding religion and science, Albert Einstein states (1940): "For science can only ascertain what is, but not what should be, and outside of its domain value judgments of all kinds remain necessary. Religion, on the other hand, deals only with evaluations of human thought and action; it cannot justifiably speak of facts and relationships between facts...Now, even though the realms of religion and science in themselves are clearly marked off from each other, nevertheless there exist between the two strong reciprocal relationships and dependencies. Though religion may be that which determine the goals, it has, nevertheless, learned from science, in the broadest sense, what means will contribute to the attainment of the goals it has set up." Many religions have value frameworks regarding personal behavior meant to guide adherents in determining between right and wrong. These include the Five Vows of Jainism, Judaism's halakha, Islam's sharia, Catholicism's canon law, Buddhism's Noble Eightfold Path, and Zoroastrianism's good thoughts, good words, and good deeds concept, among others. Religion and morality are not synonymous. While it is often assumed in Christian thought that morality is ultimately based in religion, it can also have a secular basis. The study of religion and morality can be contentious due to ethnocentric views on morality, failure to distinguish between in group and out group altruism, and inconsistent definitions of religiosity. Religion has had a significant impact on the political system in many countries. Notably, most Muslim-majority countries adopt various aspects of sharia, the Islamic law. Some countries even define themselves in religious terms, such as The Islamic Republic of Iran. The sharia thus affects up to 23% of the global population, or 1.57 billion people who are Muslims. However, religion also affects political decisions in many western countries. For instance, in the United States, 51% of voters would be less likely to vote for a presidential candidate who did not believe in God, and only 6% more likely. Christians made up 92% of members of the US Congress, compared with 71% of the general public (in 2014). At the same time, while 23% of US adults are religiously unaffiliated, only one former member of Congress (Kyrsten Sinema, Arizona), or 0.2% of that body, claims no religious affiliation. In most European countries, however, religion has a much smaller influence on politics although it used to be much more important. For instance, same-sex marriage and abortion were illegal in many European countries until recently, following Christian (usually Catholic) doctrine. Several European leaders are atheists (e.g., France's former president Francois Hollande or Greece's prime minister Alexis Tsipras). In Asia, the role of religion differs widely between countries. For instance, India is still one of the most religious countries and religion still has a strong impact on politics, given that Hindu nationalists have been targeting minorities like the Muslims and the Christians, who historically[when?] belonged to the lower castes. By contrast, countries such as China or Japan are largely secular and thus religion has a much smaller impact on politics. Secularization is the transformation of the politics of a society from close identification with a particular religion's values and institutions toward nonreligious values and secular institutions. The purpose of this is frequently modernization or protection of the population's religious diversity. One study has found there is a negative correlation between self-defined religiosity and the wealth of nations. In other words, the richer a nation is, the less likely its inhabitants to call themselves religious, whatever this word means to them (Many people identify themselves as part of a religion (not irreligion) but do not self-identify as religious). Sociologist and political economist Max Weber has argued that Protestant Christian countries are wealthier because of their Protestant work ethic. According to a study from 2015, Christians hold the largest amount of wealth (55% of the total world wealth), followed by Muslims (5.8%), Hindus (3.3%) and Jews (1.1%). According to the same study it was found that adherents under the classification Irreligion or other religions hold about 34.8% of the total global wealth (while making up only about 20% of the world population, see section on classification). Mayo Clinic researchers examined the association between religious involvement and spirituality, and physical health, mental health, health-related quality of life, and other health outcomes. The authors reported that: "Most studies have shown that religious involvement and spirituality are associated with better health outcomes, including greater longevity, coping skills, and health-related quality of life (even during terminal illness) and less anxiety, depression, and suicide." The authors of a subsequent study concluded that the influence of religion on health is largely beneficial, based on a review of related literature. According to academic James W. Jones, several studies have discovered "positive correlations between religious belief and practice and mental and physical health and longevity." An analysis of data from the 1998 US General Social Survey, whilst broadly confirming that religious activity was associated with better health and well-being, also suggested that the role of different dimensions of spirituality/religiosity in health is rather more complicated. The results suggested "that it may not be appropriate to generalize findings about the relationship between spirituality/religiosity and health from one form of spirituality/religiosity to another, across denominations, or to assume effects are uniform for men and women. Critics such as Hector Avalos, Regina Schwartz, Christopher Hitchens,[page needed] and Richard Dawkins[page needed] have argued that religions are inherently violent and harmful to society by using violence to promote their goals, in ways that are endorsed and exploited by their leaders. Anthropologist Jack David Eller asserts that religion is not inherently violent, arguing "religion and violence are clearly compatible, but they are not identical." He asserts that "violence is neither essential to nor exclusive to religion" and that "virtually every form of religious violence has its nonreligious corollary." Some (but not all) religions practise animal sacrifice, the ritual killing and offering of an animal to appease or maintain favour with a deity. It has been banned in India. Greek and Roman pagans, who saw their relations with the gods in political and social terms, scorned the man who constantly trembled with fear at the thought of the gods (deisidaimonia), as a slave might fear a cruel and capricious master. The Romans called such fear of the gods superstitio. Ancient Greek historian Polybius described superstition in ancient Rome as an instrumentum regni, an instrument of maintaining the cohesion of the Empire. Superstition has been described as the non-rational establishment of cause and effect. Religion is more complex and is often composed of social institutions and has a moral aspect. Some religions may include superstitions or make use of magical thinking. Adherents of one religion sometimes think of other religions as superstition. Some atheists, deists, and skeptics regard religious belief as superstition. The Roman Catholic Church considers superstition to be sinful in the sense that it denotes a lack of trust in the divine providence of God and, as such, is a violation of the first of the Ten Commandments. The Catechism of the Catholic Church states that superstition "in some sense represents a perverse excess of religion" (para. #2110). "Superstition", it says, "is a deviation of religious feeling and of the practices this feeling imposes. It can even affect the worship we offer the true God, e.g., when one attributes an importance in some way magical to certain practices otherwise lawful or necessary. To attribute the efficacy of prayers or of sacramental signs to their mere external performance, apart from the interior dispositions that they demand is to fall into superstition. Cf. Matthew 23:16–22" (para. #2111) The terms atheist (lack of belief in gods) and agnostic (belief in the unknowability of the existence of gods), though specifically contrary to theistic (e.g., Christian, Jewish, and Muslim) religious teachings, do not by definition mean the opposite of religious. The true opposite of religious is the word irreligious. Irreligion describes an absence of any religion; antireligion describes an active opposition or aversion toward religions in general. There are religions (including Buddhism and Taoism) that classify some of their followers as agnostic, atheistic, or nontheistic. For example, in ancient India, there were large atheistic movements and traditions (Nirīśvaravāda) that rejected the Vedas, such as the atheistic Ājīvika and the Ajñana which taught agnosticism. Because religion continues to be recognized in Western thought as a universal impulse, many religious practitioners have aimed to band together in interfaith dialogue, cooperation, and religious peacebuilding. The first major dialogue was the Parliament of the World's Religions at the 1893 Chicago World's Fair, which affirmed universal values and recognition of the diversity of practices among different cultures. The 20th century has been especially fruitful in use of interfaith dialogue as a means of solving ethnic, political, or even religious conflict, with Christian–Jewish reconciliation representing a complete reverse in the attitudes of many Christian communities towards Jews. Recent interfaith initiatives include A Common Word, launched in 2007 and focused on bringing Muslim and Christian leaders together, the "C1 World Dialogue", the Common Ground initiative between Islam and Buddhism, and a United Nations sponsored "World Interfaith Harmony Week". Culture and religion have usually been seen as closely related. Paul Tillich looked at religion as the soul of culture and culture as the form or framework of religion. In his own words: Religion as ultimate concern is the meaning-giving substance of culture, and culture is the totality of forms in which the basic concern of religion expresses itself. In abbreviation: religion is the substance of culture, culture is the form of religion. Such a consideration definitely prevents the establishment of a dualism of religion and culture. Every religious act, not only in organized religion, but also in the most intimate movement of the soul, is culturally formed. Ernst Troeltsch, similarly, looked at culture as the soil of religion and thought that, therefore, transplanting a religion from its original culture to a foreign culture would kill it in the same manner that transplanting a plant from its natural soil to an alien soil would kill it. However, there have been many attempts in the modern pluralistic situation to distinguish culture from religion. Domenic Marbaniang has argued that elements grounded on beliefs of a metaphysical nature (religious) are distinct from elements grounded on nature and the natural (cultural). For instance, language (with its grammar) is a cultural element while sacralization of language in which a particular religious scripture is written is more often a religious practice. The same applies to music and the arts. Criticism Criticism of religion is criticism of the ideas, the truth, or the practice of religion, including its political and social implications. See also Notes References Sources Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Politics] | [TOKENS: 6141]
Contents Politics Page version status This is an accepted version of this page Politics[a] is the set of activities that are associated with making decisions in groups, or other forms of power relations among individuals, such as the distribution of status or resources. The branch of social science that studies politics and government is referred to as political science. Politics may be used positively in the context of a "political solution" which is compromising and non-violent, or descriptively as "the art or science of government", but the word often also carries a negative connotation. The concept has been defined in various ways, and different approaches have fundamentally differing views on whether it should be used extensively or in a limited way, empirically or normatively, and on whether conflict or co-operation is more essential to it. A variety of methods are deployed in politics, which include promoting one's own political views among people, negotiation with other political subjects, making laws, and exercising internal and external force, including warfare against adversaries. Politics is exercised on a wide range of social levels, from clans and tribes of traditional societies, through modern local governments, companies and institutions up to sovereign states, to the international level. In modern states, people often form political parties to represent their ideas. Members of a party often agree to take the same position on many issues and agree to support the same changes to law and the same leaders. An election is usually a competition between different parties. A political system is a framework which defines acceptable political methods within a society. The history of political thought can be traced back to early antiquity, with seminal works such as Plato's Republic, Aristotle's Politics, Confucius's political manuscripts and Chanakya's Arthashastra. Etymology The English word politics has its roots in the name of Aristotle's classic work, Politiká, which introduced the Ancient Greek term politiká (Πολιτικά, 'affairs of the cities'). In the mid-15th century, Aristotle's composition was rendered in Early Modern English as Polettiques [sic],[b] which became Politics in Modern English. The singular politic first attested in English in 1430, coming from Middle French politique—itself taking from politicus, a Latinization of the Greek πολιτικός (politikos) from πολίτης (polites, 'citizen') and πόλις (polis, 'city'). Approaches There are several ways in which approaching politics has been conceptualized. Adrian Leftwich has differentiated views of politics based on how extensive or limited their perception of what accounts as 'political' is. The extensive view sees politics as present across the sphere of human social relations, while the limited view restricts it to certain contexts. For example, in a more restrictive way, politics may be viewed as primarily about governance, while a feminist perspective could argue that sites which have been viewed traditionally as non-political, should indeed be viewed as political as well. This latter position is encapsulated in the slogan "the personal is political", which disputes the distinction between private and public issues. Politics may also be defined by the use of power, as has been argued by Robert A. Dahl. Some perspectives on politics view it empirically as an exercise of power, while others see it as a social function with a normative basis. This distinction has been called the difference between political moralism and political realism. For moralists, politics is closely linked to ethics, and is at its extreme in utopian thinking. For example, according to Hannah Arendt, the view of Aristotle was that, "to be political…meant that everything was decided through words and persuasion and not through violence"; while according to Bernard Crick, "politics is the way in which free societies are governed. Politics is politics, and other forms of rule are something else." In contrast, for realists, represented by those such as Niccolò Machiavelli, Thomas Hobbes, and Harold Lasswell, politics is based on the use of power, irrespective of the ends being pursued. Agonism argues that politics essentially comes down to conflict between conflicting interests. Political scientist Elmer Schattschneider argued that "at the root of all politics is the universal language of conflict", while for Carl Schmitt the essence of politics is the distinction of 'friend' from 'foe'. This is in direct contrast to the more co-operative views of politics by Aristotle and Crick. However, a more mixed view between these extremes is provided by Irish political scientist Michael Laver, who noted that: Politics is about the characteristic blend of conflict and co-operation that can be found so often in human interactions. Pure conflict is war. Pure co-operation is true love. Politics is a mixture of both. History The history of politics encompasses the entirety of human history and is not confined to the development of modern governmental institutions Early human forms of social organization—bands and tribes—lacked centralized political structures. These are sometimes referred to as stateless societies. In ancient history, civilizations did not have definite boundaries as states have today, and their borders could be more accurately described as frontiers. Early dynastic Sumer, and early dynastic Egypt were the first civilizations to define their borders. Moreover, up to the 12th century, many people lived in non-state societies. These range from relatively egalitarian bands and tribes to complex and highly stratified chiefdoms. There are a number of different theories and hypotheses regarding early state formation that seek generalizations to explain why the state developed in some places but not others. Other scholars believe that generalizations are unhelpful and that each case of early state formation should be treated on its own. Voluntary theories contend that diverse groups of people came together to form states as a result of some shared rational interest. The theories largely focus on the development of agriculture, and the population and organizational pressure that followed and resulted in state formation. One of the most prominent theories of early and primary state formation is the hydraulic hypothesis, which contends that the state was a result of the need to build and maintain large-scale irrigation projects. Conflict theories of state formation regard conflict and dominance of some population over another population as key to the formation of states. In contrast with voluntary theories, these arguments believe that people do not voluntarily agree to create a state to maximize benefits, but that states form due to some form of oppression by one group over others. Some theories in turn argue that warfare was critical for state formation. The first states of sorts were those of early dynastic Sumer and early dynastic Egypt, which arose from the Uruk period and Predynastic Egypt respectively around approximately 3000 BC. Early dynastic Egypt was based around the Nile River in the north-east of Africa, the kingdom's boundaries being based around the Nile and stretching to areas where oases existed. Early dynastic Sumer was located in southern Mesopotamia, with its borders extending from the Persian Gulf to parts of the Euphrates and Tigris rivers. Egyptians, Romans, and the Greeks were the first people known to have explicitly formulated a political philosophy of the state, and to have rationally analyzed political institutions. Prior to this, states were described and justified in terms of religious myths. Several important political innovations of classical antiquity came from the Greek city-states (polis) and the Roman Republic. The Greek city-states before the 4th century granted citizenship rights to their free population; in Athens these rights were combined with a directly democratic form of government that was to have a long afterlife in political thought and history. The Peace of Westphalia (1648) is considered by political scientists to be the beginning of the modern international system, in which external powers should avoid interfering in another country's domestic affairs. The principle of non-interference in other countries' domestic affairs was laid out in the mid-18th century by Swiss jurist Emer de Vattel. States became the primary institutional agents in an interstate system of relations. The Peace of Westphalia is said to have ended attempts to impose supranational authority on European states. The "Westphalian" doctrine of states as independent agents was bolstered by the rise in 19th century thought of nationalism, under which legitimate states were assumed to correspond to nations—groups of people united by language and culture. In Europe, during the 18th century, the classic non-national states were the multinational empires: the Austrian Empire, Kingdom of France, Kingdom of Hungary, the Russian Empire, the Spanish Empire, the Ottoman Empire, and the British Empire. Such empires also existed in Asia, Africa, and the Americas; in the Muslim world, immediately after the death of Muhammad in 632, Caliphates were established, which developed into multi-ethnic transnational empires. The multinational empire was an absolute monarchy ruled by a king, emperor or sultan. The population belonged to many ethnic groups, and they spoke many languages. The empire was dominated by one ethnic group, and their language was usually the language of public administration. The ruling dynasty was usually, but not always, from that group. Some of the smaller European states were not so ethnically diverse, but were also dynastic states, ruled by a royal house. A few of the smaller states survived, such as the independent principalities of Liechtenstein, Andorra, Monaco, and the republic of San Marino. Most theories see the nation state as a 19th-century European phenomenon, facilitated by developments such as state-mandated education, mass literacy, and mass media. However, historians[who?] also note the early emergence of a relatively unified state and identity in Portugal and the Dutch Republic. Scholars such as Steven Weber, David Woodward, Michel Foucault, and Jeremy Black have advanced the hypothesis that the nation state did not arise out of political ingenuity or an unknown undetermined source, nor was it an accident of history or political invention. Rather, the nation state is an inadvertent byproduct of 15th-century intellectual discoveries in political economy, capitalism, mercantilism, political geography, and geography combined with cartography and advances in map-making technologies. Some nation states, such as Germany and Italy, came into existence at least partly as a result of political campaigns by nationalists, during the 19th century. In both cases, the territory was previously divided among other states, some of them very small. Liberal ideas of free trade played a role in German unification, which was preceded by a customs union, the Zollverein. National self-determination was a key aspect of United States President Woodrow Wilson's Fourteen Points, leading to the dissolution of the Austro-Hungarian Empire and the Ottoman Empire after the First World War, while the Russian Empire became the Soviet Union after the Russian Civil War. Decolonization lead to the creation of new nation states in place of multinational empires in the Third World. Political globalization began in the 20th century through intergovernmental organizations and supranational unions. The League of Nations was founded after World War I, and after World War II it was replaced by the United Nations. Various international treaties have been signed through it. Regional integration has been pursued by the African Union, ASEAN, the European Union, and Mercosur. International political institutions on the international level include the International Criminal Court, the International Monetary Fund, and the World Trade Organization. Political science The study of politics is called political science. It comprises numerous subfields, namely three: Comparative politics, international relations and political philosophy. Political science is related to, and draws upon, the fields of economics, law, sociology, history, philosophy, geography, psychology, psychiatry, anthropology, and neurosciences. Comparative politics is the science of comparison and teaching of different types of constitutions, political actors, legislature and associated fields. International relations deals with the interaction between nation-states as well as intergovernmental and transnational organizations. Political philosophy is more concerned with contributions of various classical and contemporary thinkers and philosophers. Political science is methodologically diverse and appropriates many methods originating in psychology, social research, and cognitive neuroscience. Approaches include positivism, interpretivism, rational choice theory, behavioralism, structuralism, post-structuralism, realism, institutionalism, and pluralism. Political science, as one of the social sciences, uses methods and techniques that relate to the kinds of inquiries sought: primary sources such as historical documents and official records, secondary sources such as scholarly journal articles, survey research, statistical analysis, case studies, experimental research, and model building. Political system The political system defines the process for making official government decisions. It is usually compared to the legal system, economic system, cultural system, and other social systems. According to David Easton, "A political system can be designated as the interactions through which values are authoritatively allocated for a society." Each political system is embedded in a society with its own political culture, and they in turn shape their societies through public policy. The interactions between different political systems are the basis for global politics. Forms of government can be classified by several ways. In terms of the structure of power, there are monarchies (including constitutional monarchies) and republics (usually presidential, semi-presidential, or parliamentary). The separation of powers describes the degree of horizontal integration between the legislature, the executive, the judiciary, and other independent institutions. The source of power determines the difference between democracies, oligarchies, and autocracies. In a democracy, political legitimacy is based on popular sovereignty. Forms of democracy include representative democracy, direct democracy, and demarchy. These are separated by the way decisions are made, whether by elected representatives, referendums, or by citizen juries. Democracies can be either republics or constitutional monarchies. Oligarchy is a power structure where a minority rules. These may be in the form of anocracy, aristocracy, ergatocracy, geniocracy, gerontocracy, kakistocracy, kleptocracy, meritocracy, noocracy, particracy, plutocracy, stratocracy, technocracy, theocracy, or timocracy. Autocracies are either dictatorships (including military dictatorships) or absolute monarchies. In terms of level of vertical integration, political systems can be divided into (from least to most integrated) confederations, federations, and unitary states. A federation (also known as a federal state) is a political entity characterized by a union of partially self-governing provinces, states, or other regions under a central federal government (federalism). In a federation, the self-governing status of the component states, as well as the division of power between them and the central government, is typically constitutionally entrenched and may not be altered by a unilateral decision of either party, the states or the federal political body. Federations were formed first in Switzerland, then in the United States in 1776, in Canada in 1867 and in Germany in 1871 and in 1901, Australia. Compared to a federation, a confederation has less centralized power. All the above forms of government are variations of the same basic polity, the sovereign state. The state has been defined by Max Weber as a political entity that has monopoly on violence within its territory, while the Montevideo Convention holds that states need to have a defined territory; a permanent population; a government; and a capacity to enter into international relations. A stateless society is a society that is not governed by a state. In stateless societies, there is little concentration of authority; most positions of authority that do exist are very limited in power and are generally not permanently held positions; and social bodies that resolve disputes through predefined rules tend to be small. Stateless societies are highly variable in economic organization and cultural practices. While stateless societies were the norm in human prehistory, few stateless societies exist today; almost the entire global population resides within the jurisdiction of a sovereign state. In some regions nominal state authorities may be very weak and wield little or no actual power. Over the course of history most stateless peoples have been integrated into the state-based societies around them. Some political philosophies consider the state undesirable, and thus consider the formation of a stateless society a goal to be achieved. A central tenet of anarchism is the advocacy of society without states. The type of society sought for varies significantly between anarchist schools of thought, ranging from extreme individualism to complete collectivism. In Marxism, Marx's theory of the state considers that in a post-capitalist society the state, an undesirable institution, would be unnecessary and wither away. A related concept is that of stateless communism, a phrase sometimes used to describe Marx's anticipated post-capitalist society. Constitutions are written documents that specify and limit the powers of the different branches of government. Although a constitution is a written document, there is also an unwritten constitution. The unwritten constitution is continually being written by the legislative and judiciary branch of government; this is just one of those cases in which the nature of the circumstances determines the form of government that is most appropriate. England did set the fashion of written constitutions during the Civil War but after the Restoration abandoned them to be taken up later by the American Colonies after their emancipation and then France after the Revolution and the rest of Europe including the European colonies. Constitutions often set out separation of powers, dividing the government into the executive, the legislature, and the judiciary (together referred to as the trias politica), in order to achieve checks and balances within the state. Additional independent branches may also be created, including civil service commissions, election commissions, and supreme audit institutions. Political culture describes how culture impacts politics. Every political system is embedded in a particular political culture. Lucian Pye's definition is that, "Political culture is the set of attitudes, beliefs, and sentiments, which give order and meaning to a political process and which provide the underlying assumptions and rules that govern behavior in the political system." Trust is a major factor in political culture, as its level determines the capacity of the state to function. Postmaterialism is the degree to which a political culture is concerned with issues which are not of immediate physical or material concern, such as human rights and environmentalism. Religion has also an impact on political culture. Political corruption is the use of powers for illegitimate private gain, conducted by government officials or their network contacts. Forms of political corruption include bribery, cronyism, nepotism, and political patronage. Forms of political patronage, in turn, includes clientelism, earmarking, pork barreling, slush funds, and spoils systems; as well as political machines, which is a political system that operates for corrupt ends. When corruption is embedded in political culture, this may be referred to as patrimonialism or neopatrimonialism. A form of government that is built on corruption is called a kleptocracy ('rule of thieves'). The term "proxy politics" refers to specific forms of political influences and actions that are conducted through proxy political parties (mainly in domestic politics), or through proxy wars (mainly in international politics). The words "politics" and "political" are sometimes used as pejoratives to mean political action that is deemed to be overzealous, performative, or insincere. Levels of politics Macropolitics can either describe political issues that affect an entire political system (e.g. the nation state), or refer to interactions between political systems (e.g. international relations). Global politics (or world politics) covers all aspects of politics that affect multiple political systems, in practice meaning any political phenomenon crossing national borders. This can include cities, nation-states, multinational corporations, non-governmental organizations or international organizations. An important element is international relations: the relations between nation-states may be peaceful when they are conducted through diplomacy, or they may be violent, which is described as war. States that are able to exert strong international influence are referred to as superpowers, whereas less-powerful ones may be called regional or middle powers. The international system of power is called the world order, which is affected by the balance of power that defines the degree of polarity in the system. Emerging powers are potentially destabilizing to it, especially if they display revanchism or irredentism. Politics inside the limits of political systems, which in contemporary context correspond to national borders, are referred to as domestic politics. This includes most forms of public policy, such as social policy, economic policy, or law enforcement, which are executed by the state bureaucracy. Mesopolitics describes the politics of intermediary structures within a political system, such as national political parties or movements. A political party is a political organization that typically seeks to attain and maintain political power within government, usually by participating in political campaigns, educational outreach, or protest actions. Parties often espouse an expressed ideology or vision, bolstered by a written platform with specific goals, forming a coalition among disparate interests. Political parties within a particular political system together form the party system, which can be either multiparty, two-party, dominant-party, or one-party, depending on the level of pluralism. This is affected by characteristics of the political system, including its electoral system. According to Duverger's law, first-past-the-post systems are likely to lead to two-party systems, while proportional representation systems are more likely to create a multiparty system. Micropolitics describes the actions of individual actors within the political system. This is often described as political participation. Political participation may take many forms, including: Political values Democracy is a system of processing conflicts in which outcomes depend on what participants do, but no single force controls what occurs and its outcomes. The uncertainty of outcomes is inherent in democracy. Democracy makes all forces struggle repeatedly to realize their interests and devolves power from groups of people to sets of rules. Among modern political theorists, there are three contending conceptions of democracy: aggregative, deliberative, and radical. The theory of aggregative democracy claims that the aim of the democratic processes is to solicit the preferences of citizens, and aggregate them together to determine what social policies the society should adopt. Therefore, proponents of this view hold that democratic participation should primarily focus on voting, where the policy with the most votes gets implemented. Different variants of aggregative democracy exist. Under minimalism, democracy is a system of government in which citizens have given teams of political leaders the right to rule in periodic elections. According to this minimalist conception, citizens cannot and should not "rule" because, for example, on most issues, most of the time, they have no clear views or their views are not well-founded. Joseph Schumpeter articulated this view most famously in his book Capitalism, Socialism, and Democracy. Contemporary proponents of minimalism include William H. Riker, Adam Przeworski, and Richard Posner. According to the theory of direct democracy, on the other hand, citizens should vote directly, not through their representatives, on legislative proposals. Proponents of direct democracy offer varied reasons to support this view. Political activity can be valuable in itself, it socialises and educates citizens, and popular participation can check powerful elites. Most importantly, citizens do not rule themselves unless they directly decide laws and policies. Governments will tend to produce laws and policies that are close to the views of the median voter—with half to their left and the other half to their right. This is not a desirable outcome as it represents the action of self-interested and somewhat unaccountable political elites competing for votes. Anthony Downs suggests that ideological political parties are necessary to act as a mediating broker between individual and governments. Downs laid out this view in his 1957 book An Economic Theory of Democracy. Robert A. Dahl argues that the fundamental democratic principle is that, when it comes to binding collective decisions, each person in a political community is entitled to have his/her interests be given equal consideration (not necessarily that all people are equally satisfied by the collective decision). He uses the term polyarchy to refer to societies in which there exists a certain set of institutions and procedures which are perceived as leading to such democracy. First and foremost among these institutions is the regular occurrence of free and open elections which are used to select representatives who then manage all or most of the public policy of the society. However, these polyarchic procedures may not create a full democracy if, for example, poverty prevents political participation. Similarly, Ronald Dworkin argues that "democracy is a substantive, not a merely procedural, ideal". Deliberative democracy is based on the notion that democracy is government by deliberation. Unlike aggregative democracy, deliberative democracy holds that, for a democratic decision to be legitimate, it must be preceded by authentic deliberation, not merely the aggregation of preferences that occurs in voting. Authentic deliberation is deliberation among decision-makers that is free from distortions of unequal political power, such as power a decision-maker obtained through economic wealth or the support of interest groups. If the decision-makers cannot reach consensus after authentically deliberating on a proposal, then they vote on the proposal using a form of majority rule. Equality is a state of affairs in which all people within a specific society or isolated group have the same social status, especially socioeconomic status, including protection of human rights and dignity, as well as access to certain social goods and social services. Furthermore, it may also include health equality, economic equality and other social securities. Social equality requires the absence of legally enforced social class or caste boundaries and the absence of discrimination based on by an inalienable aspect of a person's identity. To this end, there must be equal justice under law, and equal opportunity regardless of, sex, gender, ethnicity, age, sexual orientation, origin, caste or class, income or property, language, religion, convictions, opinions, health or disability. A common way of understanding politics is through the left–right political spectrum, which ranges from left-wing politics via centrism to right-wing politics. This classification is comparatively recent and dates from the French Revolution, when those members of the National Assembly who supported the republic, the common people and a secular society sat on the left and supporters of the monarchy, aristocratic privilege and the Church sat on the right. Today, the left is generally progressivist, seeking social progress in society. The more extreme elements of the left, named the far-left, tend to support revolutionary means for achieving this. This includes ideologies such as Communism and Marxism. The center-left, on the other hand, advocates for more reformist approaches, for example that of social democracy. In contrast, the right is generally motivated by conservatism, which seeks to conserve what it sees as the important elements of society such as law and order, limited government and preserving individual freedoms. The far-right goes beyond this, and often represents a reactionary turn against progress, seeking to undo it. Examples of such ideologies have included Fascism and Nazism. The center-right may be less clear-cut and more mixed in this regard, with neoconservatives supporting the spread of free markets and capitalism, and one-nation conservatives more open to social welfare programs. According to Norberto Bobbio, one of the major exponents of this distinction, the left believes in attempting to eradicate social inequality—believing it to be unethical or unnatural, while the right regards most social inequality as the result of ineradicable natural inequalities, and sees attempts to enforce social equality as utopian or authoritarian. Some ideologies, notably Christian Democracy, claim to combine left and right-wing politics; according to Geoffrey K. Roberts and Patricia Hogwood, "In terms of ideology, Christian Democracy has incorporated many of the views held by liberals, conservatives and socialists within a wider framework of moral and Christian principles." Movements which claim or formerly claimed to be above the left-right divide include Fascist Terza Posizione economic politics in Italy and Peronism in Argentina. Political freedom (also known as political liberty or autonomy) is a central concept in political thought and one of the most important features of democratic societies. Negative liberty has been described as freedom from oppression or coercion and unreasonable external constraints on action, often enacted through civil and political rights, while positive liberty is the absence of disabling conditions for an individual and the fulfillment of enabling conditions, e.g. economic compulsion, in a society. This capability approach to freedom requires economic, social and cultural rights in order to be realized. Authoritarianism and libertarianism disagree the amount of individual freedom each person possesses in that society relative to the state. One author describes authoritarian political systems as those where "individual rights and goals are subjugated to group goals, expectations and conformities", while libertarians generally oppose the state and hold the individual as sovereign. In their purest form, libertarians are anarchists, who argue for the total abolition of the state, of political parties and of other political entities, while the purest authoritarians are, by definition, totalitarians who support state control over all aspects of society. For instance, classical liberalism (also known as laissez-faire liberalism) is a doctrine stressing individual freedom and limited government. This includes the importance of human rationality, individual property rights, free markets, natural rights, the protection of civil liberties, constitutional limitation of government, and individual freedom from restraint as exemplified in the writings of John Locke, Adam Smith, David Hume, David Ricardo, Voltaire, Montesquieu and others. According to the libertarian Institute for Humane Studies, "the libertarian, or 'classical liberal', perspective is that individual well-being, prosperity, and social harmony are fostered by 'as much liberty as possible' and 'as little government as necessary'." For anarchist political philosopher L. Susan Brown (1993), "liberalism and anarchism are two political philosophies that are fundamentally concerned with individual freedom yet differ from one another in very distinct ways. Anarchism shares with liberalism a radical commitment to individual freedom while rejecting liberalism's competitive property relations." See also References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/Jewish_views_on_marriage] | [TOKENS: 6099]
Contents Jewish views on marriage Marriage in Judaism is the documentation of a contract between a Jewish man and a Jewish woman. Because marriage under Jewish law is essentially a private contractual agreement between a man and a woman, it does not require the presence of a rabbi or any other religious official. It is common, however, for rabbis to officiate and there are rules governing the process of betrothal and consecration. Non-Orthodox developments have brought changes in who may marry whom. Intermarriage is often discouraged, though opinions vary. In Judaism, a marriage can end either because of a divorce document given by the man to his wife, or by the death of either party. Certain details, primarily as protections for the wife, were added in Talmudic times. Overview In traditional Judaism, marriage is viewed as a contractual bond commanded by God in which a Jewish man and a Jewish woman come together to create a relationship in which God is directly involved. Though procreation is not the sole purpose, a Jewish marriage is traditionally expected to fulfil the commandment to have children. In this view, marriage is understood to mean that the husband and wife are merging into a single soul, which is why a man is considered "incomplete" if he is not married, as his soul is only one part of a larger whole that remains to be unified. Non-Orthodox Jewish denominations, such as Reconstructionist, Reform, and Conservative Judaism, recognize same-sex marriage, and de-emphasize procreation, focusing on marriage as a bond between a couple. Betrothal and marriage In Jewish law, marriage consists of two separate acts, called erusin or kiddushin,[a] which is the betrothal ceremony, and nissu'in or chupah, the actual Jewish wedding ceremony. Erusin changes the couple's personal circumstances, while nissu'in brings about the legal consequences of the change of circumstances. In Talmudic times, these two ceremonies usually took place up to a year apart; the bride lived with her parents until the actual marriage ceremony (nissuin), which would take place in a room or tent that the groom had set up for her. Since the Middle Ages the two ceremonies have taken place as a combined ceremony performed in public. In Ancient Judaism a marriage could be established in three ways: money, contract, or sexual intercourse. According to the Talmud, erusin involves the groom handing an object to the bride – either an object of value such as a ring, or a document stating that she is being betrothed to him. In order to be valid, this must be done in the presence of two unrelated male witnesses. After erusin, the laws of adultery apply, and the marriage cannot be dissolved without a religious divorce. After nisuin, the couple may live together. The act of erusin may be made by the intending parties or by their respective parents or other relatives on their behalf with their consent. A man and a woman cannot be betrothed to one another without agency and consent. The act is formalized in a document known as the Shtar Tena'im, the "Document of Conditions" which is read prior to the badekin. After the reading, the mothers of the future bride and groom break a plate. Today, some sign the contract on the day of the wedding, some do it as an earlier ceremony, and some do not do it at all. It should also be emphasized that this practice is not explicitly mentioned in the Hebrew Bible.[citation needed] In Haredi communities, marriages may be arranged by the parents of the prospective bride and groom, who may arrange a shidduch by engaging a professional match-maker (shadchan) who finds and introduces the prospective bride and groom and receives a fee for their services. The young couple is not forced to marry if either does not accept the other. Matrimony Marital harmony, known as shalom bayis (שלום בית), is valued in Jewish tradition. The Talmud states that a man should love his wife as much as he loves himself, and honour her more than he honours himself; indeed, one who honours his wife was said, by the classical rabbis, to be rewarded with wealth. Similarly, a husband was expected to discuss with his wife any worldly matters that might arise in his life. The Talmud forbids a husband from being overbearing to his household, and domestic abuse by him was also condemned. It was said of a wife that "God counts her tears". As for the wife, the greatest praise the Talmudic rabbis offered to any woman was that given to a wife who fulfils the wishes of her husband; to this end, an early midrash states that a wife should not leave the home "too frequently". A wife, also, was expected to be modest, even when alone with her husband. God's presence dwells in a pure and loving home. Marriage obligations and rights in Judaism are ultimately based on those apparent in the Bible, which have been clarified, defined, and expanded on by many prominent rabbinic authorities throughout history. Traditionally, the obligations of the husband include providing for his wife. He is obligated to provide for her sustenance for her benefit; in exchange, he is also entitled to her income. However, this is a right to the wife, and she can release her husband of the obligation of sustaining her, and she can then keep her income exclusively for herself. The document that provides for this is the ketubah. The Bible itself gives the wife protections, as per Exodus 21:10, although the rabbis may have added others later. The rights of the husband and wife are described in tractate Ketubot in the Talmud, which explains how the rabbis balanced the two sets of rights of the wife and the husband. According to the non-traditional view, in the Bible the wife is treated as a possession owned by her husband, but later Judaism imposed several obligations on the husband, effectively giving the wife several rights and freedoms; indeed, being a Jewish wife was often a more favourable situation than being a wife in many other cultures. For example, the Talmud establishes the principle that a wife is entitled, but not compelled, to the same dignity and social standing as her husband, and is entitled to keep any additional advantages she had as a result of her social status before her marriage. Biblical Hebrew has two words for "husband": ba'al (also meaning "master"), and ish (also meaning "man", parallel to isha meaning "woman" or "wife"). The words are contrasted in Hosea 2:16, where God speaks to Israel as though it is his wife: "On that day, says the Lord, you will call [me] 'my husband' (ish), and will no longer call me 'my master' (ba'al)." Early nomadic communities practised a form of marriage known as beena, in which a wife would own a tent of her own, within which she retains complete independence from her husband; this principle appears to survive in parts of early Israelite society, as some early passages of the Bible appear to portray certain wives as each owning a tent as a personal possession (specifically, Jael, Sarah, and Jacob's wives). In later times, the Bible describes wives as being given the innermost room(s) of the husband's house, as her own private area to which men were not permitted; in the case of wealthy husbands, the Bible describes their wives as having each been given an entire house for this purpose. It was not, however, a life of complete freedom. The descriptions of the Bible suggest that a wife was expected to perform certain household tasks: spinning, sewing, weaving, manufacture of clothing, fetching of water, baking of bread, and animal husbandry. The Book of Proverbs contains an entire acrostic about the duties which would be performed by a virtuous wife. The husband, too, is indirectly implied to have responsibilities to his wife. The Torah obligates a man to not deprive his wife of food, clothing, or of sexual activity (onah); if the husband does not provide the first wife with these things, she is to be divorced, without cost to her. The Talmud interprets this as a requirement for a man to provide food and clothing to, and have sex with, each of his wives, even if he only has one. As a polygynous society, the Israelites did not have any laws which imposed monogamy on men. Adulterous married and betrothed women, as well as their male accomplices, were subject to the death penalty by the biblical laws against adultery. According to the Book of Numbers, if a woman was suspected of adultery, she was to be subjected to the ordeal of the bitter water, a form of trial by ordeal, but one that took a miracle to convict. The literary prophets indicate that adultery was a frequent occurrence, despite their strong protests against it, and these legal strictnesses. The Talmud sets a minimum provision which a husband must provide to his wife: Rabbinic courts could compel the husband to make this provision, if he fails to do so voluntarily. The Chatam Sofer, a prominent 19th century halachic decisor, argued that if a man could not provide his wife with this minimum, he should be compelled to divorce her; other Jewish rabbis argued that a man should be compelled to hire himself out, as a day-labourer, if he cannot otherwise make this provision to his wife. According to prominent Jewish writers of the Middle Ages, if a man is absent from his wife for a long period, the wife should be allowed to sell her husband's property, if necessary to sustain herself. Similarly, they argued that if a wife had to take out a loan to pay for her sustenance during such absence, her husband had to pay the debt on his return. In order to offset the husband's duty to support his wife, she was required by the Talmud to surrender all her earnings to her husband, together with any profit she makes by accident, and the right of usufruct on her property; the wife was not required to do this if she wished to support herself. Although the wife always retained ownership of her property itself, if she died while still married to her husband, he was to be her heir, according to the opinion of the Talmud; this principle, though, was modified, in various ways, by the rabbis of the Middle Ages. In Jewish tradition, the husband was expected to provide a home for his wife, furnished in accordance to local custom and appropriate to his status; the marital couple were expected to live together in this home, although if the husband's choice of work made it difficult to do so, the Talmud excuses him from the obligation. Traditionally, if the husband changed his usual abode, the wife was considered to have a duty to move with him. In the Middle Ages, it was argued that if a person continued to refuse to live with their spouse, the spouse in question had sufficient grounds for divorce. Most Jewish religious authorities held that a husband must allow his wife to eat at the same table as him, even if he gave his wife enough money to provide for herself. By contrast, if a husband mistreated his wife, or lived in a disreputable neighbourhood, the Jewish religious authorities would permit the wife to move to another home elsewhere, and would compel the husband to finance her life there. Expanding on the household tasks which the Bible implies a wife should undertake, rabbinic literature requires her to perform all the housework (such as baking, cooking, washing, caring for her children, etc.), unless her marriage had given the husband a large dowry; in the latter situation, the wife was expected only to tend to "affectionate" tasks, such as making his bed and serving him his food. Jewish tradition expected the husband to provide the bed linen and kitchen utensils. If the wife had young twin children, the Talmud made her husband responsible for caring for one of them. The Talmud elaborates on the biblical requirement of the husband to provide his wife with clothing, by insisting that each year he must provide each wife with 50 zuzim's-worth of clothing, including garments appropriate to each season of the year. The Talmudic rabbis insist that this annual clothing gift should include one hat, one belt, and three pairs of shoes (one pair for each of the three main annual festivals: Passover, Shabu'ot, and Sukkoth). The husband was also expected by the classical rabbis to provide his wife with jewelry and perfumes if he lived in an area where this was customary. The Talmud argues that a husband is responsible for the protection of his wife's body. If his wife became ill, then he would be compelled, by the Talmud, to defray any medical expense which might be incurred in relation to this; the Talmud requires him to ensure that the wife receives care. Although he technically had the right to divorce his wife, enabling him to avoid paying for her medical costs, several prominent rabbis throughout history condemned such a course of action as inhuman behaviour, even if the wife was suffering from a prolonged illness. If the wife dies, even if not due to illness, the Talmud's stipulations require the husband to arrange, and pay for, her burial; the burial must, in the opinion of the Talmud, be one conducted in a manner befitting the husband's social status, and in accordance with the local custom. Prominent rabbis of the Middle Ages clarified this, stating that the husband must make any provisions required by local burial customs, potentially including the hiring of mourners and the erection of a tombstone. According to the Talmud, and later rabbinic writers, if the husband was absent, or refused to do these things, a rabbinical court should arrange the wife's funeral, selling some of the husband's property in order to defray the costs. If the wife was captured, the husband was required by the Talmud and later writers to pay the ransom demanded for her release; there is some debate whether the husband was required only to pay up to the wife's market value as a slave, or whether he must pay any ransom, even to the point of having to sell his possessions to raise the funds. If the husband and wife were both taken captive, the historic Jewish view was that the rabbinic courts should first pay the ransom for the wife, selling some of the husband's property in order to raise the funds. In the classical era of the rabbinic scholars, the death penalty for adultery was rarely applied. It forbids conviction if: These rules made it practically impossible to convict any woman of adultery; in nearly every case, women were acquitted. However, due to the belief that a priest should be untainted, a Kohen was compelled to divorce his wife if she had been raped. In Talmudic times, once the death penalty was no longer enforced for any crime, even when a woman was convicted, the punishment was comparatively mild: adulteresses were flogged instead. Nevertheless, the husbands of convicted adulteresses were not permitted by the Talmud to forgive their guilty wives, instead being compelled to divorce them; according to Maimonides, a conviction for adultery nullified any right that the wife's marriage contract (Hebrew: ketubah) gave her to a compensation payment for being divorced. Once divorced, an adulteress was not permitted, according to the Talmudic writers, to marry her paramour. As for men who committed adultery (with another man's wife), Abba ben Joseph and Abba Arika are both quoted in the Talmud as expressing abhorrence, and arguing that such men would be condemned to Gehenna. The laws of "family purity" (taharat hamishpacha) are considered an important part of an Orthodox Jewish marriage, and adherence to them is (in Orthodox Judaism) regarded as a prerequisite of marriage. This involves observance of the various details of the menstrual niddah laws. Orthodox brides and grooms attend classes on this subject prior to the wedding. The niddah laws are regarded as an intrinsic part of marital life (rather than just associated with women). Together with a few other rules, including those about the ejaculation of semen, these are collectively termed "family purity". In marriage, conjugal relations are guaranteed as a fundamental right for a woman, along with food and clothing. This obligation is known as onah. Sex within marriage is the woman's right, and the man's duty. The husband is forbidden from raping his wife, they are not to be intimate while drunk or while either party is angry at the other. A woman should be granted a get (divorce) if she seeks it because her husband is disgusting or loathsome to her. If either partner consistently refuses to participate, that person is considered rebellious, and the other spouse can sue for divorce. A very large number of Jewish texts attempting to regulate marital sexuality exist. This category can vary: it can mean a few biblical verse, chapters in medieval books of law, or self-standing modern traditional Jewish guides to marital sexuality. One should always remember that the fact a certain activity is recommended or forbidden, does not mean that in reality the advice is followed. We can know what generally traditional Jews were told to do or not to do in their bedrooms. We can very rarely know what actually happened. Age of marriage Citing the primacy of the divine command given in Genesis 1:28, the time between puberty and age twenty has been considered the ideal time for men and women to be wed in traditional Jewish thought. Some rabbis have gone further to commend the age of eighteen as most ideal, while others have advocated for the time immediately following puberty, closer to the age of fourteen, essentially "as early in life as possible." Babylonian rabbis understood marriage as God's means of keeping male sexuality from going out of control, so they advocated for early marriage to prevent men from succumbing to temptation in their youth. The ḳeṭannah (children aged three to twelve) might be given in marriage by her father, and the marriage was valid, necessitating a formal divorce if separation was desired. Some commended early marriage for its benefits: Rabbi Ḥisda maintained that early marriage could lead to increased intelligence. A large age gap between spouses, in either direction, is advised against as unwise. A younger woman marrying a significantly older man however is especially problematic: marrying one's young daughter to an old man was declared as reprehensible as forcing her into prostitution. Moreover, it is problematic for an older man to be unmarried in the first place. Marriage is held to be uniquely mandatory for men, and an unmarried man over the age of twenty is considered "cursed by God Himself." There is evidence however that in some communities males did not marry until "thirty or older." In medieval Jewish Ashkenazi communities, women continued to be married young. Since the Enlightenment, young marriage has become rarer among Jewish communities. According to the Talmud, a father is commanded not to marry his daughter to anyone until she grows up and says, "I want this one". A marriage that takes place without the consent of the girl is not an effective legal marriage. A ketannah (literally meaning "little [one]") was any girl between the age of 3 years and that of 12 years plus one day; she was subject to her father's authority, and he could arrange a marriage for her without her agreement. However, after reaching the age of maturity, she would have to agree to the marriage to be considered as married. If the father was dead or missing, the brothers of the ketannah, collectively, had the right to arrange a marriage for her, as had her mother. In these situations, a ketannah would always have the right to annul her marriage, even if it was the first. If the marriage did end (due to divorce or the husband's death), any further marriages were optional; the ketannah retained her right to annul them. The choice of a ketannah to annul a marriage, known in Hebrew as mi'un (literally meaning "refusal", "denial", "protest"), led to a true annulment, not a divorce; a divorce document (get) was not necessary, and a ketannah who did this was not regarded by legal regulations as a divorcee, in relation to the marriage. Unlike divorce, mi'un was regarded with distaste by many rabbinic writers, even in the Talmud; in earlier classical Judaism, one major faction – the House of Shammai – argued that such annulment rights only existed during the betrothal (not engagement) period (erusin) and not once the actual marriage (nissu'in) had begun. Intermarriage Rates of marriage between Jews and non-Jews have increased in countries other than Israel (the Jewish diaspora). According to the National Jewish Population Survey 2000-01, 47% of marriages involving Jews in the United States between 1996 and 2001 were with non-Jewish partners. Jewish leaders in different branches generally agree that possible assimilation is a crisis, but they differ on the proper response to intermarriage. There are also differences between streams on what constitutes an intermarriage, arising from their differing criteria for being Jewish in the first place. Orthodox Jews only consider a child to be Jewish if the mother is of Jewish ancestry or has undergone a proper conversion as conducted by proper rabbinical authorities. Among the general Jewish population in Israel, interfaith marriages are extremely rare; only about two percent were in an interfaith marriage. In addition, about 97 percent of Jews in the same Pew Research Center study, conducted in 2014-2015, did not approve of their child marrying a Muslim while 89 percent expressed similar views when asked about a hypothetical marriage to a Christian. Jewish prohibitions on marriage typically concern interfaith marriages. There is no historical prohibition of interracial marriage, nor is there explicit permission of such. However, debates around Numbers 12:1 suggest that Zipporah, the wife of Moses, is described as a "Cushite woman" to highlight a potentially much darker skin tone. Under modern social constructs, this would constitute Moses's marriage as an interracial one. However, there is no concrete proof that the Cushite woman referred to in Numbers is the same Zipporah from Exodus. Marriage in Israel In Israel, the only institutionalized form of Jewish marriage is the religious one, i.e., a marriage conducted under the auspices of the rabbinate. Specifically, marriage of Israeli Jews must be conducted according to Jewish Law (halakha), as viewed by Orthodox Judaism. One consequence is that Jews in Israel who cannot marry according to Jewish law (e.g., a kohen and a divorcée, or a Jew and one who is not halachically Jewish), cannot marry each other. This has led for calls, mostly from the secular segment of the Israeli public, for the institution of civil marriage. Some secular-Jewish Israelis travel abroad to have civil marriages, either because they do not wish an Orthodox wedding or because their union cannot be sanctioned by halakha. These marriages are legally recognized by the State, but are not recognized by the State Rabbinate. Marriages performed in Israel must be carried out by religious authorities of an official religion (Judaism, Islam, Christianity, or Druze), unless both parties are without religion. Divorce Halakha (Jewish Law) allows for divorce. The document of divorce is termed a get. The final divorce ceremony involves the husband giving the get document into the hand of the wife or her agent, but the wife may sue in rabbinical court to initiate the divorce. In such a case, a husband may be compelled to give the get, if he has violated any of his numerous obligations outlined in Jewish law and the couple's specific ketubah; Historically, this was sometimes accomplished by beating and or monetary coercion. The rationale was that since he was required to divorce his wife due to his (or her) violations of the contract, his good inclination desires to divorce her, and the community helps him to do what he wants to do anyway. In this case, the wife may or may not be entitled to a payment. Since around the 12th century, some officials within Judaism have recognized the right of a wife abused physically or psychologically to a forced divorce. Conservative Judaism follows halacha, although differently than Orthodox Judaism. Reform Jews usually use an egalitarian form of the Ketubah at their weddings. They generally do not issue Jewish divorces, seeing a civil divorce as both necessary and sufficient; however, some Reform rabbis encourage the couple to go through a Jewish divorce procedure. Orthodox Judaism does not recognize civil law as overriding religious law, and thus does not view a civil divorce as sufficient. Therefore, a man or woman may be considered divorced by the Reform Jewish community, but still married by the Conservative community. Orthodox Judaism usually does not recognize Reform weddings because according to Talmudic law, the witnesses to the marriage must be Jews who observe halakha, which is believed by Orthodox authorities to seldom be the case in Reform weddings. Traditionally, when a husband fled, or his whereabouts were unknown for any reason, the woman was considered an agunah (literally "an anchored woman"), and was not allowed to remarry; in traditional Judaism, divorce can only be initiated by the husband. Prior to modern communication, the death of the husband while in a distant land was a common cause of this situation. In modern times, when a husband refuses to issue a get due to money, property, or custody battles, the woman who cannot remarry is considered a Mesorevet get, not an agunah. A man in this situation would not be termed a Misarev Get (literally, "a refuser of a divorce document"), unless a legitimate Beis Din had required him to issue a Get. The term agunah is often used in such circumstances, but it is not technically accurate. Within both the Conservative and Orthodox communities, there are efforts to avoid situations where a woman is not able to obtain a Jewish divorce from her husband. The ketubah serves this function in Conservative Judaism in order to prevent husbands from refusing to give their wives a divorce. To do this, the ketubah has built in provisions; so, if predetermined circumstances occur, the divorce goes into effect immediately. After the fact, various Jewish and secular legal methods are used to deal with such problems. None of the legal solutions addresses the agunah problem in the case of a missing husband. Same-sex marriage Orthodox Judaism does not have a Jewish legal construct of same-gender marriage. While any two Jewish adults may be joined by a Jewish legal contract, the rites of kiddushin are reserved for a union of a man and woman. In June 2012, the American branch of Conservative Judaism formally approved same-sex marriage ceremonies in a 13–0 vote with one abstention. In 1996, the Central Conference of American Rabbis passed a resolution approving same-sex civil marriage. However, this same resolution made a distinction between civil marriages and religious marriages; this resolution thus stated: However we may understand homosexuality, whether as an illness, as a genetically based dysfunction or as a sexual preference and lifestyle – we cannot accommodate the relationship of two homosexuals as a "marriage" within the context of Judaism, for none of the elements of qiddushin (sanctification) normally associated with marriage can be invoked for this relationship. The Central Conference of American Rabbis support the right of gay and lesbian couples to share fully and equally in the rights of civil marriage, and That the CCAR oppose governmental efforts to ban gay and lesbian marriage. That this is a matter of civil law, and is separate from the question of rabbinic officiation at such marriages.[attribution needed] In 1998, an ad hoc CCAR committee on human sexuality issued its majority report (11 to 1, 1 abstention) which stated that the holiness within a Jewish marriage "may be present in committed same gender relationships between two Jews and that these relationships can serve as the foundation of stable Jewish families, thus adding strength to the Jewish community." The report called for CCAR to support rabbis in officiating at same-sex marriages. Also in 1998, the Responsa Committee of the CCAR issued a lengthy teshuvah (rabbinical opinion) that offered detailed argumentation in support of both sides of the question whether a rabbi may officiate at a commitment ceremony for a same-sex couple. In March 2000, CCAR issued a new resolution stating that "We do hereby resolve that the relationship of a Jewish, same gender couple is worthy of affirmation through appropriate Jewish ritual, and further resolve, that we recognize the diversity of opinions within our ranks on this issue. We support the decision of those who choose to officiate at rituals of union for same-sex couples, and we support the decision of those who do not." The Reconstructionist Rabbinical Association (RRA) encourages its members to officiate at same-sex marriages, though it does not require it of them. See also Notes References
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[SOURCE: https://en.wikipedia.org/wiki/Sony] | [TOKENS: 11890]
Contents Sony Sony Group Corporation[b], commonly referred to as Sony[c], is a Japanese multinational conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including electronics (Sony Corporation), imaging and sensing (Sony Semiconductor Solutions), film (Sony Pictures Entertainment), music (Sony Music Group and Sony Music Entertainment Japan), video games (Sony Interactive Entertainment), and others. Sony was founded in 1946 as initially Tokyo Tsushin Kogyo K.K.[d] by Masaru Ibuka and Akio Morita. In 1958, the company adopted the name Sony Corporation.[e] Initially an electronics firm, it gained early recognition for products such as the TR-55 transistor radio and the CV-2000 home video tape recorder, contributing significantly to Japan's post-war economic recovery. After Ibuka's retirement in the 1970s, Morita served as chairman until 1994, overseeing Sony's rise as a global brand recognized for innovation in consumer electronics. Landmark products included the Trinitron color television, the Walkman portable audio player, and the co-development of the compact disc. Expanding beyond electronics, Sony acquired Columbia Records in 1988 and Columbia Pictures in 1989, while also entering the home video game console market with the launch of the PlayStation in 1994. In Japan, the company further diversified by establishing a financial services division, that would be turned into a separate company in September 2025, with the group maintaining 20% of the shares. In 2021, the company was renamed Sony Group Corporation as it transitioned into a holding company structure, with its electronics business continuing under the name Sony Corporation. As of 2020[update], Sony holds a 55% share of the global image sensor market, making it the largest image sensor manufacturer, the second largest camera manufacturer, a semiconductor sales leader, and the world's third-largest television manufacturer by sales. Although Sony is not part of a traditional keiretsu, it has historical ties to the Sumitomo Mitsui Financial Group, dating back to the 1950s when it relied exclusively on Mitsui Bank for financing. Sony is publicly traded on the Tokyo Stock Exchange (a component of the Nikkei 225 and TOPIX Core30 indices) and also maintains American depositary receipts on the New York Stock Exchange, where it has been listed since 1961. As of 2021, it ranked 88th on the Fortune Global 500 and 57th on the 2023 Forbes Global 2000 list. History Sony began in the wake of World War II. In 1946, Masaru Ibuka started an electronics shop in Shirokiya, a department store building in the Nihonbashi area of Tokyo. The company started with a capital of ¥190,000 and a total of eight employees. On 7 May 1946, Ibuka was joined by Akio Morita to establish a company called Tokyo Tsushin Kogyo (東京通信工業, Tōkyō Tsūshin Kōgyō; Tokyo Telecommunications Engineering Corporation). The company built Japan's first tape recorder, called the Type-G. In 1958, the company changed its name to "Sony". Tokyo Tsushin Kogyo founders Morita and Ibuka realized that to achieve success and grow, their business had to expand to the global market, which required labeling their products with a short and easy brand name. While looking for a romanized name, they at first strongly considered using their initials, TTK. The primary reason they did not is that the railway company Tokyo Kyuko was known as TTK. The company occasionally used the syllabic acronym "Totsuko" in Japan, but during his visit to the United States, Morita discovered that Americans had trouble pronouncing that name. Another early name that was tried out for a while was "Tokyo Teletech" until Akio Morita discovered that there was an American company already using Teletech as a brand name. The name "Sony" was chosen for the brand as a mix of two words: one was the Latin word "sonus", which is the root of sonic and sound, and the other was "sonny", a common slang term used in 1950s America to call a young boy. In 1950s Japan, "sonny boys" was a loan word in Japanese, which connoted smart and presentable young men, which Akio Morita and Masaru Ibuka considered themselves to be. The first Sony-branded product, the TR-55 transistor radio, appeared in 1955, but the company name did not change to Sony until January 1958. At the time of the change, it was extremely unusual for a Japanese company to use Roman letters to spell its name instead of writing it in kanji. The move was not without opposition: TTK's principal bank at the time, Mitsui, had strong feelings about the name. They pushed for a name such as Sony Electronic Industries, or Sony Teletech. Akio Morita was firm, however, as he did not want the company name tied to any particular industry. Eventually, both Ibuka and Mitsui Bank's chairman gave their approval. According to Schiffer, Sony's TR-63 radio "cracked open the U.S. market and launched the new industry of consumer microelectronics." By the mid-1950s, American teens had begun buying portable transistor radios in huge numbers, helping to propel the fledgling industry from an estimated 100,000 units in 1955 to 5 million units by the end of 1968. Sony co-founder Akio Morita founded Sony Corporation of America in 1960. In the process, he was struck by the mobility of employees between American companies, which was unheard of in Japan at that time. When he returned to Japan, he encouraged experienced, middle-aged employees of other companies to reevaluate their careers and consider joining Sony. The company filled many positions in this manner, and inspired other Japanese companies to do the same. Moreover, Sony played a major role in the development of Japan as a powerful exporter during the 1960s, 1970s and 1980s, supplying the U.S. Military with bomb parts used in the Vietnam War. It also helped to significantly improve American perceptions of "made in Japan" products. Known for its production quality, Sony was able to charge above-market prices for its consumer electronics and resisted lowering prices. In 1971, Masaru Ibuka handed the position of president over to his co-founder Akio Morita. Sony began a life insurance company in 1979, one of its many peripheral businesses. Amid a global recession in the early 1980s, electronics sales dropped and the company was forced to cut prices. Sony's profits fell sharply. "It's over for Sony", one analyst concluded. "The company's best days are behind it." Around that time, Norio Ohga took up the role of president. He encouraged the development of the compact disc (CD) in the 1970s and 1980s, and of the PlayStation in the early 1990s. Ohga went on to purchase CBS Records in 1988 and Columbia Pictures in 1989, greatly expanding Sony's media presence. Ohga would succeed Morita as chief executive officer in 1989.[citation needed] Under the vision of co-founder Akio Morita and his successors, the company had aggressively expanded into new businesses. Part of its motivation for doing so was the pursuit of "convergence", linking film, music and digital electronics via the Internet. This expansion proved unrewarding and unprofitable, threatening Sony's ability to charge a premium on its products as well as its brand name. In 2005, Howard Stringer replaced Nobuyuki Idei as chief executive officer, marking the first time that a foreigner had run a major Japanese electronics firm. Stringer helped to reinvigorate the company's struggling media businesses, encouraging blockbusters such as Spider-Man while cutting 9,000 jobs. He hoped to sell off peripheral business and focus the company again on electronics. Furthermore, he aimed to increase cooperation between business units, which he described as "silos" operating in isolation from one another. In a bid to provide a unified brand for its global operations, Sony introduced a slogan known as "make.believe" in 2009.[citation needed] Despite some successes, the company faced continued struggles in the mid- to late-2000s. In 2012, Kazuo Hirai was promoted to president and CEO, replacing Stringer. Shortly thereafter, Hirai outlined his company-wide initiative, named "One Sony" to revive Sony from years of financial losses and bureaucratic management structure, which proved difficult for former CEO Stringer to accomplish, partly due to differences in business culture and native languages between Stringer and some of Sony's Japanese divisions and subsidiaries. Hirai outlined three major areas of focus for Sony's electronics business, which include imaging technology, gaming and mobile technology, as well as a focus on reducing the major losses from the television business. In February 2014, Sony announced the sale of its Vaio PC division to a new corporation owned by investment fund Japan Industrial Partners and spinning its TV division into its own corporation as to make it more nimble to turn the unit around from past losses totaling $7.8 billion over a decade. Later that month, they announced that they would be closing 20 stores. In April, the company announced that they would be selling 9.5 million shares in Square Enix (roughly 8.2 percent of the game company's total shares) in a deal worth approximately $48 million. In May 2014 the company announced it was forming two joint ventures with Shanghai Oriental Pearl Group to manufacture and market Sony's PlayStation game consoles and associated software in China. In 2015, Sony purchased Toshiba's image sensor business. It was reported in December 2016 by multiple news outlets that Sony was considering restructuring its U.S. operations by merging its TV & film business, Sony Pictures Entertainment, with its gaming business, Sony Interactive Entertainment. According to the reports, such a restructuring would have placed Sony Pictures under Sony Interactive's CEO, Andrew House, though House would not have taken over day-to-day operations of the film studio. According to one report, Sony was set to make a final decision on the possibility of the merger of the TV, film, & gaming businesses by the end of its fiscal year in March of the following year (2017). In 2017, Sony sold its lithium-ion battery business to Murata Manufacturing. In 2019, Sony merged its mobile, TV and camera businesses. On 1 April 2020, Sony Electronics Corporation was established as an intermediate holding company to own and oversee its electronics and IT solutions businesses. On 19 May 2020, the company announced that it would change its name to Sony Group Corporation as of 1 April 2021. Subsequently, Sony Electronics Corporation would be renamed to Sony Corporation. On the same day the company announced that it would turn Sony Financial Holdings (currently Sony Financial Group), of which Sony already owns 65.06% of shares, to a wholly owned subsidiary through a takeover bid. On 1 April 2021, Sony Corporation was renamed Sony Group Corporation. On the same day, Sony Mobile Communications Inc. absorbed Sony Electronics Corporation, Sony Imaging Products & Solutions Inc., and Sony Home Entertainment & Sound Products Inc. and changed its trade name to Sony Corporation. Formats and technologies Sony has historically been notable for creating its own in-house standards for new recording and storage technologies, instead of adopting those of other manufacturers and standards bodies, while its success in the early years owes to a smooth capitalization on the Digital Compact Cassette standard introduced by Philips, with which Sony went on to enjoy a decades-long technological relationship in various areas. Sony (either alone or with partners) has introduced several of the most popular recording formats, including the 3.5-inch floppy disk, compact disc and Blu-ray disc. Sony introduced U-matic, the world's first videocassette format, in 1971, but the standard was unpopular for domestic use due to the high price. The company subsequently launched the Betamax format in 1975. Sony was involved in the videotape format war of the early 1980s, when they were marketing the Betamax system for video cassette recorders against the VHS format developed by JVC. In the end, VHS gained critical mass in the marketbase and became the worldwide standard for consumer VCRs. Betamax is, for all practical purposes, an obsolete format. Sony's professional-oriented component video format called Betacam, which was derived from Betamax, was used until 2016 when Sony announced it was stopping production of all remaining 1/2-inch video tape recorders and players, including the Digital Betacam format. In 1985, Sony launched their Handycam products and the Video8 format. Video8 and the follow-on hi-band Hi8 format became popular in the consumer camcorder market. In 1987 Sony launched the 4 mm DAT or Digital Audio Tape as a new digital audio tape standard. Sony held a patent for its proprietary Trinitron until 1996. Sony introduced the Triluminos Display, the company's proprietary color reproduction enhancing technology, in 2004, featured in the world's first LED-backlit LCD televisions. It was widely used in other Sony's products as well, including computer monitors, laptops, and smartphones. In 2013, Sony released a new line of televisions with an improved version of the technology, which incorporated quantum dots in the backlight system. It was the first commercial use of quantum dots. In 2012, the company revealed a prototype of an ultrafine RGB LED display, which it calls the Crystal LED Display. Sony used the Compact Cassette format in many of its tape recorders and players, including the Walkman, the world's first portable music player. Sony introduced the MiniDisc format in 1992 as an alternative to Philips DCC or Digital Compact Cassette and as a successor to the Compact Cassette. Since the introduction of MiniDisc, Sony has attempted to promote its own audio compression technologies under the ATRAC brand, against the more widely used MP3. Until late 2004, Sony's Network Walkman line of digital portable music players did not support the MP3 standard natively. In 2004, Sony built upon the MiniDisc format by releasing Hi-MD. Hi-MD allows the playback and recording of audio on newly introduced 1 GB Hi-MD discs in addition to playback and recording on regular MiniDiscs. In addition to saving audio on the discs, Hi-MD allows the storage of computer files such as documents, videos and photos. In 1993, Sony challenged the industry standard Dolby Digital 5.1 surround sound format with a newer and more advanced proprietary motion picture digital audio format called SDDS (Sony Dynamic Digital Sound). This format employed eight channels (7.1) of audio opposed to just six used in Dolby Digital 5.1 at the time. Ultimately, SDDS has been vastly overshadowed by the preferred DTS (Digital Theatre System) and Dolby Digital standards in the motion picture industry. SDDS was solely developed for use in the theatre circuit; Sony never intended to develop a home theatre version of SDDS. Sony and Philips jointly developed the Sony-Philips digital interface format (S/PDIF) and the high-fidelity audio system SACD. The latter became entrenched in a format war with DVD-Audio. Still, neither gained a major foothold with the general public. CDs had been preferred by consumers because of the ubiquitous presence of CD drives in consumer devices until the early 2000s when the iPod and streaming services became available. In 2015, Sony introduced LDAC, a proprietary audio coding technology which allows streaming high-resolution audio over Bluetooth connections at up to 990 kbit/s at 32 bit/96 kHz. Sony also contributed it as part of the Android Open Source Project starting from Android 8.0 "Oreo", enabling every OEM to integrate this standard into their own Android devices freely. However the decoder library is proprietary, so receiving devices require licenses. On 17 September 2019, the Japan Audio Society (JAS) certified LDAC with their Hi-Res Audio Wireless certification. Currently the only codecs with the Hi-Res Audio Wireless certification are LDAC and LHDC, another competing standard. Sony demonstrated an optical digital audio disc in 1977 and soon joined hands with Philips, another major contender for the storage technology, to establish a worldwide standard. In 1983, the two companies jointly announced the Compact Disc (CD). In 1984, Sony launched the Discman series, an expansion of the Walkman brand to portable CD players. Sony began to improve performance and capacity of the novel format. It launched write-once optical discs (WO) and magneto-optical discs which were around 125MB size for the specific use of archival data storage, in 1986 and 1988 respectively. In the early 1990s, two high-density optical storage standards were being developed: one was the MultiMedia Compact Disc (MMCD), backed by Philips and Sony, and the other was the Super Density Disc (SD), supported by Toshiba and many others. Philips and Sony abandoned their MMCD format and agreed upon Toshiba's SD format with only one modification. The unified disc format was called DVD and was introduced in 1997. Sony was one of the leading developers of the Blu-ray optical disc format, the newest standard for disc-based content delivery. The first Blu-ray players became commercially available in 2006. The format emerged as the standard for HD media over the competing format, Toshiba's HD DVD, after a two-year-long high-definition optical disc format war. Sony's laser communication devices for small satellites rely on the technologies developed for the company's optical disc products. In 1983, Sony introduced 90 mm micro diskettes, better known as 3.5-inch (89 mm) floppy disks, which it had developed at a time when there were 4" floppy disks, and many variations from different companies, to replace the then on-going 5.25" floppy disks. Sony had great success and the format became dominant. 3.5" floppy disks gradually became obsolete as they were replaced by current media formats. Sony held more than a 70 percent share of the market when it decided to pull the plug on the format in 2010. Sony still develops magnetic tape storage technologies along with IBM, and are one of only two manufacturers of Linear Tape-Open (LTO) cartridges. In 1998, Sony launched the Memory Stick format, the flash memory cards for use in Sony lines of digital cameras and portable music players. It has seen little support outside of Sony's own products, with Secure Digital cards (SD) commanding considerably greater popularity. Sony has made updates to the Memory Stick format with Memory Stick Duo and Memory Stick Micro. The company has also released USB flash drive products, branded under the Micro Vault line. Sony introduced FeliCa, a contactless IC card technology primarily used in contactless payment, as a result of the company's joint development and commercialization of Near-Field Communication (NFC) with Philips. The standard is largely offered in two forms, either chips embedded in smartphones or plastic cards with chips embedded in them. Sony plans to implement this technology in train systems across Asia. In 2019, Sony launched the ELTRES, the company's proprietary low-power wide-area wireless communication (LPWAN) standard. Until 1991, Sony had little direct involvement with the video game industry. The company supplied components for other consoles, such as the sound chip for the Super Famicom from Nintendo, and operated a video game studio, Sony Imagesoft. As part of a joint project between Nintendo and Sony that began as early as 1988, the two companies worked to create a CD-ROM version of the Super Famicom, though Nintendo denied the existence of the Sony deal as late as March 1991. At the Consumer Electronics Show in June 1991, Sony revealed a Super Famicom with a built-in CD-ROM drive, named the "Play Station" (also known as SNES-CD). However, a day after the announcement at CES, Nintendo announced that it would be breaking its partnership with Sony, opting to go with Philips instead but using the same technology. The deal was broken by Nintendo after they were unable to come to an agreement on how revenue would be split between the two companies. The breaking of the partnership infuriated Sony President Norio Ohga, who responded by appointing Kutaragi with the responsibility of developing the PlayStation project to rival Nintendo. At that time, negotiations were still on-going between Nintendo and Sony, with Nintendo offering Sony a "non-gaming role" regarding their new partnership with Philips. This proposal was swiftly rejected by Kutaragi who was facing increasing criticism over his work with regard to entering the video game industry from within Sony. Negotiations officially ended in May 1992 and in order to decide the fate of the PlayStation project, a meeting was held in June 1992, consisting of Sony President Ohga, PlayStation Head Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a proprietary CD-ROM-based system he had been working on which involved playing video games with 3D graphics to the board. Eventually, Sony President Ohga decided to retain the project after being reminded by Kutaragi of the humiliation he suffered from Nintendo. Nevertheless, due to strong opposition from a majority present at the meeting as well as widespread internal opposition to the project by the older generation of Sony executives, Kutaragi and his team had to be shifted from Sony's headquarters to Sony Music, a completely separate financial entity owned by Sony, so as to retain the project and maintain relationships with Philips for the MMCD development project (which helped lead to the creation of the DVD) In 2021, the WIPO's annual review of the World Intellectual Property Indicators report ranked Sony's as ninth in the world for the number of patent applications published under the PCT System. 1,793 patent applications were published by Sony during 2020. This position is up from their previous ranking as 13th in 2019 with 1,566 applications. Business units Sony offers a wide variety of product lines in many areas. At its peak, it was dubbed as a "corporate octopus", for its sprawling ventures from private insurance to chemicals to cosmetics to home shopping to a Tokyo-based French food joint, in addition its core businesses such as electronics and entertainment. Even after it has unwound many business units including Sony Chemicals and Vaio PC, Sony still runs diverse businesses. As of 2020, Sony is organized into the following business segments: Game & Network Services (G&NS), Music, Pictures, Electronics Products & Solutions (EP&S), Imaging & Sensing Solutions (I&SS), Financial Services, and Others. Usually, each business segment has a handful of corresponding intermediate holding companies under which all the related businesses are folded into, such as Columbia Records being part of Sony Music Group, a subsidiary and, at the same time, a holding company for Sony's music businesses, along with SMEJ. Sony Corporation (Sony Electronics Corporation until 1 April 2021) is the electronics business unit of the Sony Group. It primarily conducts research and development (R&D), planning, designing, manufacturing and marketing for electronics products. Sony Global Manufacturing & Operations Corporation (SGMO) is a wholly owned subsidiary of Sony Corporation and responsible for managing manufacturing operations both in Japan and overseas, through its own factories as well as third party contract manufacturers. In 1979, Sony released the world's first portable music player, the Walkman, bundled with the MDL-3L2 headphones. This line fostered a fundamental change in music listening habits by allowing people to carry music with them and listen to music through lightweight headphones. Originally used to refer to portable audio cassette players, the Walkman brand has been widely adopted by the company to encompass its portable digital audio and video players as well as a line of former Sony Ericsson mobile phones. In the case of optical disc players, the Discman brand was used until the late 1990s. In 2025, a model TPS-L2 cassette Walkman from 1979 was included in Pirouette: Turning Points in Design, an exhibition at the Museum of Modern Art featuring "widely recognized design icons [...] highlighting pivotal moments in design history." In 1999 Sony's first portable digital audio players were introduced; one was a player using Memory Stick flash storage created by the Walkman division, and the other was a smaller pen-sized player with embedded flash storage created by the Vaio division; both accompanied with Sony's OpenMG copyright protection technology and PC software for music transfer. Sony continue to develop Walkman digital audio players, although it was unable to capture the large share and influence in the digital world as it did in the cassette era. Sony is a major audio products manufacturer and one of the active noise control technology leaders. Sony's high-end microphones and headphones for professional use are produced at Sony/Taiyo Corporation, a designated special subsidiary at which 67% of employees have a disability, in Ōita Prefecture, Japan. Sony partnered with Chery to provide OEM car audio for vehicles such as the Tiggo 8 and Tiggo 9, Ford to provide OEM audio for their vehicles such as the F-150, Fiesta, Focus, Mondeo and Taurus, Jaecoo with the Jaecoo 7, Omoda with their Omoda 5 and Omoda 9, Toyota with their Avensis and the Celica, Volkswagen with their Golf, Passat and also the Polo. A specialist Sony Xplod audio system was fitted to the Ford GTX1 supercar. Sony currently produces aftermarket car audio with their Mobile ES series. Sony produced the TV8-301, the world's first all-transistor television, in 1959. In 1968, the company introduced the Trinitron brand name for its lines of aperture grille cathode-ray tube televisions and afterwards computer monitors. Sony stopped production of Trinitron for most markets, but continued producing sets for markets such as Pakistan, Bangladesh and China. Sony discontinued its series of Trinitron computer monitors in 2005. The company discontinued the last Trinitron-based television set in the U.S. in early 2007. The end of Trinitron marked the end of Sony's analog television sets and monitors. Sony used the LCD WEGA name for its LCD TVs until summer 2005. The company then introduced the BRAVIA name. BRAVIA is an in-house brand owned by Sony which produces high-definition LCD televisions, projection TVs and front projectors, home cinemas and the BRAVIA home theatre range. All Sony high-definition flat-panel LCD televisions in North America have carried the logo for BRAVIA since 2005. In 2006, Sony lost its decades-long No.1 market share in the global television market. In November 2007, the Sony XEL-1, the first OLED television, was released and manufactured for two years. Later in 2013, Sony demonstrated the first 4K OLED television. As of 2012, Sony was the third-largest maker of televisions in the world and the business unit had been unprofitable for eight consecutive years. From 2011, Sony started restructuring of its loss-making television business, mainly by downsizing business units and outsourcing the manufacturing of display panels to the companies like Sharp Corporation, LG Display, and Samsung Electronics. In December 2011, Sony agreed to sell all stake in an LCD joint venture with Samsung Electronics (S-LCD) for about $940 million. On 28 March 2012, Sony and Sharp announced that they have agreed to further amend the joint venture agreement originally executed by the parties in July 2009, as amended in April 2011, for the establishment and operation of Sharp Display Products Corporation ("SDP"), a joint venture to produce and sell large-sized LCD panels and modules. The agreement was eventually terminated as Sony parted ways. Sony's small-sized LCD business subsidiary and medium-to-large-sized OLED display business unit were spun off and became part of Japan Display and JOLED, respectively. In 2017, Sony launched OLED televisions under the BRAVIA brand. Also, Sony has sold a range of tapes, discs, recorders and players for videocassette, DVD, and Blu-ray formats for decades. Sony offers a wide range of digital cameras. Its point-and-shoot models are branded Cyber-shot, while DSLRs and mirrorless models are branded Alpha, though Sony no longer makes DSLRs. It also produces action cameras and camcorders, with the company's cinema-grade products being sold under the CineAlta name. Sony demonstrated a prototype of the Sony Mavica in 1981 and released it for the consumer market in 1988. The first Cyber-shot was introduced in 1996. Sony's market share of the digital camera market fell from a high of 20% to 9% by 2005. Sony entered the market for digital single-lens reflex cameras in 2006 when it acquired the camera business of Konica Minolta. Sony rebranded the company's line of cameras as its Alpha line. Sony is the world's third largest manufacturer of the cameras, behind Canon and Nikon respectively. In 2010, Sony introduced their first mirrorless interchangeable-lens cameras, which were the NEX-3 and the NEX-5. They also started a new lens mount system, which was the E-mount. There were quite a few NEX models out there, when Sony decided to melt the NEX series into the Alpha series. The first Alpha MILC was the α3000, which was introduced in August 2013. It was followed by the Full-Frame α7 and α7R in October, then the successors of the NEX-5, the NEX-6 and NEX-7, the α5000 and the α6000 in 2014. The α6000 became the most popular MILC ever and Sony became the largest MILC manufacturer. Sony produced computers (SMC-777 [jp] personal computer, MSX home computers and NEWS workstations) during the 1980s. The company withdrew from the computer business around 1990. Sony entered again into the global computer market under the new VAIO brand, began in 1996. Short for "Video Audio Integrated Operation", the line was the first computer brand to highlight visual-audio features. Sony faced considerable controversy when some of its laptop batteries exploded and caught fire in 2006, resulting in the largest computer-related recall to that point in history. In a bid to join the tablet computer market, the company launched its Sony Tablet line of Android tablets in 2011. Since 2012, Sony's Android products have been marketed under the Xperia brand used for its smartphones. On 4 February 2014, Sony announced that it would sell its VAIO PC business due to poor sales and Japanese company Japan Industrial Partners (JIP) will purchase the VAIO brand, with the deal finalized by the end of March 2014. As of 2018, Sony maintained a 5% stake in the new, independent company. In the 1990s, Sony was contracted to manufacture laptop computers for Apple and Dell. The Raspberry Pi Foundation delegates the manufacture of its single-board computers to Sony. Most Raspberry Pi computers are made at Sony UK Technology Centre in Pencoed, Wales, UK. Sony has targeted medical, healthcare and biotechnology business as a growth sector in the future. The company acquired iCyt Mission Technology, Inc. (renamed Sony Biotechnology Inc. in 2012), a manufacturer of flow cytometers, in 2010 and Micronics, Inc., a developer of microfluidics-based diagnostic tools, in 2011. In 2012, Sony announced that it would acquire all shares of So-net Entertainment Corporation, the largest shareholder of M3, Inc., an operator of portal sites (m3.com, MR-kun, MDLinx and MEDI:GATE) for healthcare professionals. On 28 September 2012, Olympus and Sony announced that the two companies will establish a joint venture to develop new surgical endoscopes with 4K resolution (or higher) and 3D capability. Sony Olympus Medical Solutions Inc. (Sony 51%, Olympus 49%) was established on 16 April 2013. On 28 February 2014, Sony, M3 and Illumina established a joint venture called P5, Inc. to provide a genome analysis service for research institutions and enterprises in Japan. In 2000, Sony was a marginal player in the mobile phone market with a share of less than 1 percent. In 2001, Sony entered into a joint venture with Swedish telecommunications company Ericsson, forming Sony Ericsson Mobile Communications. Initial sales were rocky, and the company posted losses in 2001 and 2002. However, Sony Ericsson reached a profit in 2003. The company distinguished itself with multimedia-capable mobile phones, which included features such as cameras. These were unusual at the time. Despite their innovations, Sony Ericsson faced intense competition from Apple's iPhone, which was released in 2007. From 2008 to 2010, amid a global recession, Sony Ericsson slashed its workforce by several thousand. In 2009, Sony Ericsson was the fourth-largest mobile phone manufacturer in the world (after Nokia, Samsung and LG). By 2010, its market share had fallen to sixth place. Sony acquired Ericsson's share of the venture in 2012 for over US$1 billion. Sony Mobile focuses exclusively on the smartphone market under the Xperia brand. In 2013, Sony contributed to around two percent of the mobile phone market with 37 million mobile phones sold. Sony Mobile's sales reached a peak in 2014 with 40 million handsets, the volume has since decreased. Sony shipped 13.5 million phones in 2017, 6.5 million in 2018, and 2.9 million handsets in FY 2020. Since the late 1990s, Sony has released numerous consumer robots, including dog-shaped robots called AIBO, a music playing robot called Rolly, and a humanoid robot called QRIO. Despite being a pioneer in the field, Sony had ceased robotics-related operations for 10 years due to financial difficulties, until it decided to revive them in 2016. In 2015, Sony partnered with an autonomous driving startup ZMP INC. to establish an aerial surveillance and reconnaissance drone manufacturer named Aerosense. At the CES 2021, Sony unveiled a drone with the brand Airpeak, the smallest of its kind that can incorporate a Sony Alpha camera according to the company, entering the drone business on its own for the first time. In 2019, as part of the London Design Festival, Sony Design showcased Affinity in Autonomy, a conceptual environmental art installation in the Prince Consort Gallery of the Victoria and Albert Museum that represented the company's vision of the future of AI and Robotics. Sony traces its roots in the semiconductor business back to 1954, when it became the first Japanese company to commercialize the transistor, invented and licensed by Bell Labs, whilst some of the biggest and well-established names in Japan at the time like Toshiba and Mitsubishi Electric initially stuck with vacuum tubes they had been thriving on; despite being an expert on the vacuum tube himself, Ibuka saw potential of the novel technology and had Morita negotiate the terms for licensing, making Sony into one of the earliest and the youngest licensees of the transistor, together with Texas Instruments. In 1957, Sony employee Leo Esaki and his colleagues invented a tunnel diode (usually referred to as Esaki diode) by which they discovered the quantum tunneling effect in solids, for which Esaki received the Nobel prize in Physics in 1973. Sony has commanded a dominant share in the charge-coupled device market. As of 2020, Sony is the world's largest manufacturer of CMOS image sensors as its chips are widely used in digital cameras, tablet computers, smartphones, drones and more recently, self-driving systems in automobiles. As of 2020, the company, through its chip business arm Sony Semiconductor Solutions, designs, manufactures, and sells a wide range of semiconductors and electronic components, including image sensors (HAD CCD, Exmor), image processors (BIONZ), laser diodes, system LSIs, mixed-signal LSIs, emerging memory storage, emerging displays (microLED, microOLED, and holographic display), multi-functional microcomputer (SPRESENSE), etc. In 2020, Sony has launched the first intelligent vision sensors with AI edge computing capabilies. Sony Interactive Entertainment (formerly Sony Computer Entertainment) is most notable for producing PlayStation consoles. The line grew out of a failed partnership with Nintendo. Originally, Nintendo requested Sony to develop an add-on for its Super Nintendo Entertainment System that would play CD-ROMs. In 1991 Sony announced the add-on, as well as a dedicated console known as the "Play Station". However, a disagreement over software licensing for the console caused the partnership to fall through. Sony then continued the project independently. Launched in 1994, the first PlayStation gained 61% of global console sales and broke Nintendo's long-standing lead in the market. Sony followed up with the PlayStation 2 in 2000, which was even more successful. The console has become the most successful of all time, selling over 150 million units as of 2011[update]. Sony released the PlayStation 3, a high-definition console, in 2006. It was the first console to use the Blu-ray format, and was considerably more expensive than the competitors Xbox 360 and Wii due to the Cell processor. Early on, poor sales performance resulted in significant losses for the company, pushing it to sell the console at a loss. The PlayStation 3 sold generally more poorly than its competitors in the early years of its release but managed to overtake the Xbox 360 in global sales later on. It later introduced the PlayStation Move, an accessory that allows players to control video games using motion gestures. Sony extended the brand to the portable games market in 2004 with the PlayStation Portable (PSP). The console has sold reasonably, but has taken a second place to a rival handheld, the Nintendo DS. Sony developed the Universal Media Disc (UMD) optical disc medium for use on the PlayStation Portable. Early on, the format was used for movies, but it has since lost major studio support. Sony released a disc-less version of its PlayStation Portable, the PSP Go, in 2009. The company went on to release its second portable video game system, PlayStation Vita, in 2011 and 2012. Sony launched its fourth console, the PlayStation 4, on 15 November 2013, which as of 31 December 2017 has sold 73.6 million units globally. On 18 March 2014, at GDC, president of SCE Worldwide Studios Shuhei Yoshida announced their new virtual reality technology dubbed Project Morpheus, and later named PlayStation VR, for PlayStation 4. The headset brought VR gaming and non-gaming software to the company's console. According to a report released by Houston-based patent consulting firm LexInnova in May 2015, Sony is leading the virtual reality patent race. According to the firm's analysis of nearly 12,000 patents or patent applications, Sony has 366 virtual reality patents or patent applications. PlayStation VR was released worldwide on 13 October 2016. On 31 March 2019, the successor to the PlayStation 4 was announced and on 12 November 2020, the PlayStation 5 was released in North America, Australia, New Zealand, Japan, South Korea, and Singapore. The console was launched in Indonesia on 22 January 2021. Upon completion of the fiscal quarter, Sony sold 4.5 million PlayStation 5 consoles, keeping pace with the best-selling console of all time, the PlayStation 2. Sony Entertainment has two divisions: Sony Pictures Entertainment, Sony Music Group (Sony Music Entertainment, Sony Music Publishing). Sony USA previously owned and operated Sony Trans Com: a technology business that provided in-flight entertainment programming as well as video and audio playback equipment for the airline industry. Sony had purchased the business from Sundstrand Corp. in 1989 and subsequently sold it to Rockwell Collins in 2000. In 2012, Sony rolled most of its consumer content services (including video, music and gaming) into the Sony Entertainment Network, the predecessor of PlayStation Network. Sony Pictures Entertainment Inc. (SPE) is the television and film production/distribution unit of Sony. With 12.5% box office market share in 2011, the company was ranked third among movie studios. Its group sales in 2010 were US$7.2 billion. The company has produced many notable movie franchises, including Spider-Man, The Karate Kid and Men in Black. It has also produced the popular television game shows Jeopardy! and Wheel of Fortune. Sony entered the television and film production market when it acquired Columbia Pictures Entertainment in 1989 for $3.4 billion. Columbia lives on in the Sony Pictures Motion Picture Group, a division of SPE which in turn owns Columbia Pictures and TriStar Pictures among other film production and distribution companies such as Screen Gems, Sony Pictures Classics, Sony Pictures Home Entertainment. SPE's television division is known as Sony Pictures Television. For the first several years of its existence, Sony Pictures Entertainment performed poorly, leading many to suspect the company would sell off the division. In 2006, Sony started using ARccOS Protection on some of their film DVDs, but later issued a recall. In late 2014, Sony Pictures became the target of a hack attack from a clandestine group called Guardians of Peace, weeks before releasing the anti-North Korean comedy film The Interview. In February 2024, Sony entered into an agreement with Disney under which Sony Pictures Home Entertainment Corporation of Japan will handle the release of Disney products on DVD and Blu-ray on a licensing model, as well as production on physical media. Sony will market, sell and distribute new Disney releases and catalog films on DVD, Blu-ray and 4K Ultra DVD through Canadian and American retailers and distributors. Sony Music Entertainment (also known as SME or Sony Music) is the largest global recorded music company of the "big three" record companies and is controlled by Sony Corporation of America, the United States subsidiary of Sony. In one of its largest-ever acquisitions, Sony purchased CBS Record Group in 1988 for US$2 billion. In the process, Sony partnered and gained the rights to the ATV catalogue of Michael Jackson, considered by the Guinness Book of World Records to be the most successful entertainer of all time. The acquisition of CBS Records provided the foundation for the formation of Sony Music Entertainment, which Sony established in 1991. In 1968, Sony and CBS Records had formed a 50:50 joint-venture CBS/Sony Records, later renamed CBS/Sony Group, in Japan. When CBS Records was acquired, a 50% stake in CBS/Sony Group owned by CBS was also transferred to Sony. In March 1988, four wholly owned subsidiaries were folded into CBS/Sony Group and the company was renamed as Sony Music Entertainment Japan (SMEJ). It operates independently of Sony Music as it is directly owned by Japanese Sony. In 2004, Sony entered into a joint venture with Bertelsmann AG, merging Sony Music Entertainment with Bertelsmann Music Group to create Sony BMG. In 2005, Sony BMG faced a copy protection scandal, because its music CDs had installed malware on users' computers that was posing a security risk to affected customers. In 2007, the company acquired Famous Music for US$370 million, gaining the rights to the catalogues of Eminem and Akon, among others. Sony bought out Bertelsmann's share in Sony BMG and formed a new Sony Music Entertainment in 2008. Since then, the company has undergone management changes. Sony purchased digital music recognition company Gracenote for US$260 million in 2008. Tribune Media Company acquired Gracenote from Sony in 2014 for $170 million. Besides its record label, Sony operates other music businesses. In 1995, Sony merged its publisher with Michael Jackson's ATV Music Publishing, forming Sony/ATV Music Publishing. At the time, the publishing company was the second largest of its kind in the world. The company owns the publishing rights to over 4 million compositions, including The Beatles' Lennon–McCartney catalogue, Bob Dylan, Eminem, Lady Gaga, Sam Smith, Ed Sheeran, and Taylor Swift. In 2012, Sony/ATV acquired a majority stake in EMI Music Publishing, becoming the world's largest music publishing company. In 2018, Sony bought the rest of the shares in the publisher, making it a wholly owned subsidiary. Since 2016, Sony owns all of Sony/ATV. Sony's entering into the Japanese animation, or anime, business happened in 1995 when its Sony Music Entertainment Japan (SMEJ) division established Aniplex as its subsidiary managing creative productions, which founded A-1 Pictures, the first anime studio of Sony, ten years later. Since then, through group-wide and international ventures, Sony has solidified its position in the industry, elevating the business to what is called the "fourth pillar of its entertainment portfolio" according to The Nikkei. The anime business operations of Sony are scattered around the group, mainly in its Pictures and Music units, as follows: SMEJ's notable related businesses include Aniplex and its subsidiaries CloverWorks and A-1 Pictures; Aniplex and U.S.-headquartered Sony Pictures co-own U.S.-based anime distribution company Crunchyroll, which since 2022, has become the successor company to Funimation, which it acquired in 2017 and included subsidiaries such as Wakanim (absorbing into Crunchyroll itself) and Madman Anime (to be rebranded as Crunchyroll Pty. Ltd.) In December 2020, Funimation announced that it would buy AT&T's animation business Crunchyroll for $1.175 billion, which would help the company to compete more globally with entertainment giants such as Netflix. This acquisition was completed in August 2021. Sony Financial Group is a holding company for Sony's financial services business which includes Sony Life (in Japan and the Philippines), Sony Assurance, Sony Bank, etc. The unit proved to be the most profitable of Sony's businesses in FY 2005, earning $1.7 billion in profit. Sony Financial's low fees have aided the unit's popularity while threatening Sony's premium brand name. A company behind the commercialization of lithium-ion battery, Sony had been exploring the possibility to manufacture the batteries for electric vehicles. In 2014, Sony participated within NRG Energy eVgo Ready for Electric Vehicle (REV) program, for EV charging parking lots. However, the company then decided to sell its lithium-ion battery business to Murata Manufacturing in 2016. In 2015, Sony invested $842,000 in ZMP INC., drawing speculations that it is contemplating developing self-driving cars. In January 2020, Sony unveiled a concept electric car at the Consumer Electronics Show, named Vision-S, designed in collaboration with components manufacturer Magna International. At the occasion, Sony also stated its goal of developing technology for the automotive sector, especially concerning autonomous driving, sensors, and in-car entertainment. In 2022, Sony Group and Honda launched a joint venture for their electric vehicle partnership, Sony Honda Mobility (SHM), which would deliver its first electric vehicles by 2026 and sell them online, starting in the United States and Japan. The joint venture announced their new "Afeela" brand and its first prototype model at the CES 2023. Corporate information Sony is a kabushiki kaisha (joint stock company) listed on the Tokyo Stock Exchange in Japan with American depositary receipts listed on New York Stock Exchange. As of 31 March 2023[update], the largest shareholders of Sony are as follows: The key trends for Sony are (as of the financial year ending March 31): As of January 2024, Sony, one of the largest Japanese companies by market capitalization and operating profit, was valued at over $112 billion. At the same period, it was also recognized as the most cash-rich Japanese company, with its net cash reserves of ¥1.8 trillion. The company was immensely profitable throughout the 1990s and early 2000s in part because of the success of its new PlayStation line. The company encountered financial difficulty in the mid- to late-2000s due to several factors: the Great Recession, increased competition for PlayStation, and the 2011 Tōhoku earthquake and tsunami. The company faced three consecutive years of losses leading up to 2011. While noting the negative effects of intervening circumstances such as natural disasters and fluctuating currency exchange rates, the Financial Times criticized the company for its "lack of resilience" and "inability to gauge the economy," voicing skepticism about Sony's revitalization efforts, given a lack of tangible results. In September 2000 Sony had a market capitalization of $100 billion; but by December 2011 it had plunged to $18 billion, reflecting falling prospects for Sony but also reflecting grossly inflated share prices of the 'dot-com bubble' years. Net worth, as measured by stockholder equity, has steadily grown from $17.9 billion in March 2002 to $35.6 billion through December 2011. Earnings yield (inverse of the price to earnings ratio) has never been more than 5% and usually much less; thus Sony has always traded in over-priced ranges with the exception of the 2009 market bottom. On 9 December 2008, Sony announced that it would be cutting 8,000 jobs, dropping 8,000 contractors and reducing its global manufacturing sites by 10% to save $1.1 billion per year. In April 2012, Sony announced that it would reduce its workforce by 10,000 (6% of its employee base) as part of CEO Kaz Hirai's effort to get the company back into the black. This came after a loss of 520 billion yen (roughly US$6.36 billion) for fiscal 2012, the worst since the company was founded. Accumulation loss for the past four years was 919.32 billion-yen. Sony planned to increase its marketing expenses by 30% in 2012. 1,000 of the jobs cut came from the company's mobile phone unit's workforce, 700 jobs being cut in the 2012–2013 fiscal year and the remaining 300 in the following fiscal year. Sony had revenues of ¥6.493 trillion in 2012 and maintained large reserves of cash, with ¥895 billion on hand as of 2012. In May 2012, Sony's market capitalization was valued at about $15 billion. In January 2013, Sony announced it was selling its US headquarters building for $1.1 billion to a consortium led by real estate developer The Chetrit Group. On 28 January 2014, Moody's Investors Services dropped Sony's credit rating to Ba1—"judged to have speculative elements and a significant credit risk"—saying that the company's "profitability is likely to remain weak and volatile." On 6 February 2014, Sony announced it would trim as many as 5,000 jobs as it attempts to sell its PC business and focus on mobile and tablets. In 2014, Sony South Africa closed its TV, Hi-Fi and camera divisions with the purpose of reconsidering its local distribution model and, in 2017, it returned facilitated by Premium Brand Distributors (Pty) Ltd. In November 2018, Sony posted its earning report for the second quarter showing it has lost about US$480 million in the mobile phone division, prompting another round of downsizing in the unit, including the closure of a manufacturing plant and halving of its workforce. In November 2025, Israeli business media outlets, including Globes, reported that the Japanese company Sony plans to cease its telecommunications chip development activities in Israel. Criticism & controversies Over the years, Sony has faced a number of allegations and criticism pertaining to their corporate behavior, often leading to legal proceedings and customer dissatisfaction. In August 2000, then Sony Pictures Entertainment U.S. senior vice president Steve Heckler was quoted saying "The industry will take whatever steps it needs to protect itself and protect its revenue streams ...". Sony then worked on a DRM system that works like a rootkit in order to enforce its copyright claims upon users of music CDs. With respect to Sony's gaming consoles, subsequent updates are released to the said consoles, many of which strip the user of some of the originally advertised features in order to save the company some licensing fees or protect itself from the modding community. On April 1, 2010, Sony released a patch for the PS3 that would remove OtherOS from being installed onto the system after hackers were looking for ways to exploit OtherOS in order to run homebrew software. Then on January 12, 2011, Sony filled lawsuits against geohot and fail0verflow for their efforts on exploiting the PS3. In December 2023, Sony announced that it will remove the Discovery app and its content, even if previously paid for, from its gaming consoles. In November 2025, a collaborative decision was made by Sony Semiconductor Israel and the headquarters of Sony Corporation in Japan, stating that Sony Israel will detach from Sony Corporation and will recommence its operations as an independent entity under its original name, Altair Semiconductor. In December 2025, Texas Attorney General Ken Paxton filed a lawsuit against Sony and four other smart TV manufacturers, alleging that the companies were illegally "spying on Texans by secretly recording what consumers watch in their own homes" using automated content recognition (ACR) technology. In November 2011, Sony was ranked ninth (jointly with Panasonic) in Greenpeace's Guide to Greener Electronics. This chart grades major electronics companies on their environmental work. The company scored 3.6/10, incurring a penalty point for comments it has made in opposition to energy efficiency standards in California. It also risks a further penalty point in future editions for being a member of trade associations that have commented against energy efficiency standards. Together with Philips, Sony receives the highest score for energy policy advocacy after calling on the EU to adopt an unconditional 30% reduction target for greenhouse gas emissions by 2020. Meanwhile, it receives full marks for the efficiency of its products. In June 2007, Sony ranked 14th on the Greenpeace guide. Sony fell from its earlier 11th-place ranking due to Greenpeace's claims that Sony had double standards in their waste policies. As of May 2018[update] Greenpeace's 2017 Guide to Greener Electronics rated Sony approximately in the middle among electronics manufacturers with a grade of D+. Since 1976, Sony has had an Environmental Conference. Sony's policies address their effects on global warming, the environment, and resources. They are taking steps to reduce the amount of greenhouse gases that they put out as well as regulating the products they get from their suppliers in a process that they call "green procurement". Sony has said that they have signed on to have about 75 percent of their Sony Building running on geothermal power. The "Sony Take Back Recycling Program" allow consumers to recycle the electronics products that they buy from Sony by taking them to eCycle (Recycling) drop-off points around the U.S. The company has also developed a biobattery that runs on sugars and carbohydrates that works similarly to the way living creatures work. This is the most powerful small biobattery to date. In 2000, Sony faced criticism for a document entitled "NGO Strategy" that was leaked to the press. The document involved the company's surveillance of environmental activists in an attempt to plan how to counter their movements. It specifically mentioned environmental groups that were trying to pass laws that held electronics-producing companies responsible for the cleanup of the toxic chemicals contained in their merchandise. In 2007 an investigation launched in 2002 by the European Commission culminated in Sony, Fuji and Maxell receiving a total of 110 million US dollar fine for fixing professional videotape prices between 1999 and 2002 through regular meetings and other illegal contracts; at the time the three corporations shared a combined 85% control of the market. Sony's part of the fine was raised by a third for trying to obstruct the investigation by refusing to answer inquiries made by the EU officials and shredding of evidence during the multiple law-enforcement raids. During the year 2001 prior to the investigation Sony sold professional videotapes for a total of €115 million inside the EU. See also Notes References Further reading External links
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File:Abacus 6.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 15 pages use this file: Global file usage The following other wikis use this file: View more global usage of this file.
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[SOURCE: https://en.wikipedia.org/wiki/Middle_East#cite_note-5] | [TOKENS: 6152]
Contents Middle East The Middle East[b] is a geopolitical region encompassing the Arabian Peninsula, Egypt, Iran, Iraq, the Levant, and Turkey. The term came into widespread usage by Western European nations in the early 20th century as a replacement of the term Near East (both were in contrast to the Far East). The term "Middle East" has led to some confusion over its changing definitions. Since the late 20th century, it has been criticized as being too Eurocentric. The region includes the vast majority of the territories included in the closely associated definition of West Asia, but without the South Caucasus. It also includes all of Egypt (not just the Sinai region) and all of Turkey (including East Thrace). Most Middle Eastern countries (13 out of 18) are part of the Arab world. The three most populous countries in the region are Egypt, Iran, and Turkey, while Saudi Arabia is the largest Middle Eastern country by area. The history of the Middle East dates back to ancient times, and it was long considered the "cradle of civilization". The geopolitical importance of the region has been recognized and competed for during millennia. The Abrahamic religions (Judaism, Christianity, and Islam) have their origins in the Middle East. Arabs constitute the main ethnic group in the region, followed by Turks, Persians, Kurds, Jews, and Assyrians. The Middle East generally has a hot, arid climate, especially in the Arabian and Egyptian regions. Several major rivers provide irrigation to support agriculture in limited areas here, such as the Nile Delta in Egypt, the Tigris and Euphrates watersheds of Mesopotamia, and the basin of the Jordan River that spans most of the Levant. These regions are collectively known as the Fertile Crescent, and comprise the core of what historians had long referred to as the cradle of civilization; multiple regions of the world have since been classified as also having developed independent, original civilizations. Conversely, the Levantine coast and most of Turkey have relatively temperate climates typical of the Mediterranean, with dry summers and cool, wet winters. Most of the countries that border the Persian Gulf have vast reserves of petroleum. Monarchs of the Arabian Peninsula in particular have benefitted economically from petroleum exports. Because of the arid climate and dependence on the fossil fuel industry, the Middle East is both a major contributor to climate change and a region that is expected to be severely adversely affected by it. Other concepts of the region exist, including the broader Middle East and North Africa (MENA), which includes states of the Maghreb and the Sudan. The term the "Greater Middle East" also includes Afghanistan, Mauritania, Pakistan, as well as parts of East Africa, and sometimes Central Asia and the South Caucasus. Terminology The term "Middle East" may have originated in the 1850s in the British India Office. However, it became more widely known when United States naval strategist Alfred Thayer Mahan used the term in 1902 to "designate the area between Arabia and India". During this time the British and Russian empires were vying for influence in Central Asia, a rivalry that would become known as the Great Game. Mahan realized not only the strategic importance of the region, but also of its center, the Persian Gulf. He labeled the area surrounding the Persian Gulf as the Middle East. He said that, beyond Egypt's Suez Canal, the Gulf was the most important passage for Britain to control in order to keep the Russians from advancing towards British India. Mahan first used the term in his article "The Persian Gulf and International Relations", published in September 1902 in the National Review, a British journal. The Middle East, if I may adopt a term which I have not seen, will some day need its Malta, as well as its Gibraltar; it does not follow that either will be in the Persian Gulf. Naval force has the quality of mobility which carries with it the privilege of temporary absences; but it needs to find on every scene of operation established bases of refit, of supply, and in case of disaster, of security. The British Navy should have the facility to concentrate in force if occasion arise, about Aden, India, and the Persian Gulf. Mahan's article was reprinted in The Times and followed in October by a 20-article series entitled "The Middle Eastern Question", written by Sir Ignatius Valentine Chirol. During this series, Sir Ignatius expanded the definition of Middle East to include "those regions of Asia which extend to the borders of India or command the approaches to India." After the series ended in 1903, The Times removed quotation marks from subsequent uses of the term. Until World War II, it was customary to refer to areas centered on Turkey and the eastern shore of the Mediterranean as the "Near East", while the "Far East" centered on China, India and Japan. The Middle East was then defined as the area from Mesopotamia to Burma; namely, the area between the Near East and the Far East. This area broadly corresponds to South Asia. In the late 1930s, the British established the Middle East Command, which was based in Cairo, for its military forces in the region. After that time, the term "Middle East" gained broader usage in Europe and the United States. Following World War II, for example, the Middle East Institute was founded in Washington, D.C. in 1946. The corresponding adjective is Middle Eastern and the derived noun is Middle Easterner. While non-Eurocentric terms such as "Southwest Asia" or "Swasia" have been sparsely used, the classification of the African country, Egypt, among those counted in the Middle East challenges the usefulness of using such terms. The description Middle has also led to some confusion over changing definitions. Before the First World War, "Near East" was used in English to refer to the Balkans and the Ottoman Empire, while "Middle East" referred to the Caucasus, Persia, and Arabian lands, and sometimes Afghanistan, India and others. In contrast, "Far East" referred to the countries of East Asia (e.g. China, Japan, and Korea). With the collapse of the Ottoman Empire in 1918, "Near East" largely fell out of common use in English, while "Middle East" came to be applied to the emerging independent countries of the Islamic world. However, the usage "Near East" was retained by a variety of academic disciplines, including archaeology and ancient history. In their usage, the term describes an area identical to the term Middle East, which is not used by these disciplines (see ancient Near East).[citation needed] The first official use of the term "Middle East" by the United States government was in the 1957 Eisenhower Doctrine, which pertained to the Suez Crisis. Secretary of State John Foster Dulles defined the Middle East as "the area lying between and including Libya on the west and Pakistan on the east, Syria and Iraq on the North and the Arabian peninsula to the south, plus the Sudan and Ethiopia." In 1958, the State Department explained that the terms "Near East" and "Middle East" were interchangeable, and defined the region as including only Egypt, Syria, Israel, Lebanon, Jordan, Iraq, Saudi Arabia, Kuwait, Bahrain, and Qatar. Since the late 20th century, scholars and journalists from the region, such as journalist Louay Khraish and historian Hassan Hanafi have criticized the use of "Middle East" as a Eurocentric and colonialist term. The Associated Press Stylebook of 2004 says that Near East formerly referred to the farther west countries while Middle East referred to the eastern ones, but that now they are synonymous. It instructs: Use Middle East unless Near East is used by a source in a story. Mideast is also acceptable, but Middle East is preferred. European languages have adopted terms similar to Near East and Middle East. Since these are based on a relative description, the meanings depend on the country and are generally different from the English terms. In German the term Naher Osten (Near East) is still in common use (nowadays the term Mittlerer Osten is more and more common in press texts translated from English sources, albeit having a distinct meaning). In the four Slavic languages, Russian Ближний Восток or Blizhniy Vostok, Bulgarian Близкия Изток, Polish Bliski Wschód or Croatian Bliski istok (terms meaning Near East are the only appropriate ones for the region). However, some European languages do have "Middle East" equivalents, such as French Moyen-Orient, Swedish Mellanöstern, Spanish Oriente Medio or Medio Oriente, Greek is Μέση Ανατολή (Mesi Anatoli), and Italian Medio Oriente.[c] Perhaps because of the political influence of the United States and Europe, and the prominence of Western press, the Arabic equivalent of Middle East (Arabic: الشرق الأوسط ash-Sharq al-Awsaṭ) has become standard usage in the mainstream Arabic press. It comprises the same meaning as the term "Middle East" in North American and Western European usage. The designation, Mashriq, also from the Arabic root for East, also denotes a variously defined region around the Levant, the eastern part of the Arabic-speaking world (as opposed to the Maghreb, the western part). Even though the term originated in the West, countries of the Middle East that use languages other than Arabic also use that term in translation. For instance, the Persian equivalent for Middle East is خاورمیانه (Khāvar-e miyāneh), the Hebrew is המזרח התיכון (hamizrach hatikhon), and the Turkish is Orta Doğu. Countries and territory Traditionally included within the Middle East are Arabia, Asia Minor, East Thrace, Egypt, Iran, the Levant, Mesopotamia, and the Socotra Archipelago. The region includes 17 UN-recognized countries and one British Overseas Territory. Various concepts are often paralleled to the Middle East, most notably the Near East, Fertile Crescent, and Levant. These are geographical concepts, which refer to large sections of the modern-day Middle East, with the Near East being the closest to the Middle East in its geographical meaning. Due to it primarily being Arabic speaking, the Maghreb region of North Africa is sometimes included. "Greater Middle East" is a political term coined by the second Bush administration in the first decade of the 21st century to denote various countries, pertaining to the Muslim world, specifically Afghanistan, Iran, Pakistan, and Turkey. Various Central Asian countries are sometimes also included. History The Middle East lies at the juncture of Africa and Eurasia and of the Indian Ocean and the Mediterranean Sea (see also: Indo-Mediterranean). It is the birthplace and spiritual center of religions such as Christianity, Islam, Judaism, Manichaeism, Yezidi, Druze, Yarsan, and Mandeanism, and in Iran, Mithraism, Zoroastrianism, Manicheanism, and the Baháʼí Faith. Throughout its history the Middle East has been a major center of world affairs; a strategically, economically, politically, culturally, and religiously sensitive area. The region is one of the regions where agriculture was independently discovered, and from the Middle East it was spread, during the Neolithic, to different regions of the world such as Europe, the Indus Valley and Eastern Africa. Prior to the formation of civilizations, advanced cultures formed all over the Middle East during the Stone Age. The search for agricultural lands by agriculturalists, and pastoral lands by herdsmen meant different migrations took place within the region and shaped its ethnic and demographic makeup. The Middle East is widely and most famously known as the cradle of civilization. The world's earliest civilizations, Mesopotamia (Sumer, Akkad, Assyria and Babylonia), ancient Egypt and Kish in the Levant, all originated in the Fertile Crescent and Nile Valley regions of the ancient Near East. These were followed by the Hittite, Greek, Hurrian and Urartian civilisations of Asia Minor; Elam, Persia and Median civilizations in Iran, as well as the civilizations of the Levant (such as Ebla, Mari, Nagar, Ugarit, Canaan, Aramea, Mitanni, Phoenicia and Israel) and the Arabian Peninsula (Magan, Sheba, Ubar). The Near East was first largely unified under the Neo Assyrian Empire, then the Achaemenid Empire followed later by the Macedonian Empire and after this to some degree by the Iranian empires (namely the Parthian and Sassanid Empires), the Roman Empire and Byzantine Empire. The region served as the intellectual and economic center of the Roman Empire and played an exceptionally important role due to its periphery on the Sassanid Empire. Thus, the Romans stationed up to five or six of their legions in the region for the sole purpose of defending it from Sassanid and Bedouin raids and invasions. From the 4th century CE onwards, the Middle East became the center of the two main powers at the time, the Byzantine Empire and the Sassanid Empire. However, it would be the later Islamic Caliphates of the Middle Ages, or Islamic Golden Age which began with the Islamic conquest of the region in the 7th century AD, that would first unify the entire Middle East as a distinct region and create the dominant Islamic Arab ethnic identity that largely (but not exclusively) persists today. The 4 caliphates that dominated the Middle East for more than 600 years were the Rashidun Caliphate, the Umayyad caliphate, the Abbasid caliphate and the Fatimid caliphate. Additionally, the Mongols would come to dominate the region, the Kingdom of Armenia would incorporate parts of the region to their domain, the Seljuks would rule the region and spread Turko-Persian culture, and the Franks would found the Crusader states that would stand for roughly two centuries. Josiah Russell estimates the population of what he calls "Islamic territory" as roughly 12.5 million in 1000 – Anatolia 8 million, Syria 2 million, and Egypt 1.5 million. From the 16th century onward, the Middle East came to be dominated, once again, by two main powers: the Ottoman Empire and the Safavid dynasty. The modern Middle East began after World War I, when the Ottoman Empire, which was allied with the Central Powers, was defeated by the Allies and partitioned into a number of separate nations, initially under British and French Mandates. Other defining events in this transformation included the establishment of Israel in 1948 and the eventual departure of European powers, notably Britain and France by the end of the 1960s. They were supplanted in some part by the rising influence of the United States from the 1970s onwards. In the 20th century, the region's significant stocks of crude oil gave it new strategic and economic importance. Mass production of oil began around 1945, with Saudi Arabia, Iran, Kuwait, Iraq, and the United Arab Emirates having large quantities of oil. Estimated oil reserves, especially in Saudi Arabia and Iran, are some of the highest in the world, and the international oil cartel OPEC is dominated by Middle Eastern countries. During the Cold War, the Middle East was a theater of ideological struggle between the two superpowers and their allies: NATO and the United States on one side, and the Soviet Union and Warsaw Pact on the other, as they competed to influence regional allies. Besides the political reasons there was also the "ideological conflict" between the two systems. Moreover, as Louise Fawcett argues, among many important areas of contention, or perhaps more accurately of anxiety, were, first, the desires of the superpowers to gain strategic advantage in the region, second, the fact that the region contained some two-thirds of the world's oil reserves in a context where oil was becoming increasingly vital to the economy of the Western world [...] Within this contextual framework, the United States sought to divert the Arab world from Soviet influence. Throughout the 20th and 21st centuries, the region has experienced both periods of relative peace and tolerance and periods of conflict particularly between Sunnis and Shiites. Geography In 2018, the MENA region emitted 3.2 billion tonnes of carbon dioxide and produced 8.7% of global greenhouse gas emissions (GHG) despite making up only 6% of the global population. These emissions are mostly from the energy sector, an integral component of many Middle Eastern and North African economies due to the extensive oil and natural gas reserves that are found within the region. The Middle East region is one of the most vulnerable to climate change. The impacts include increase in drought conditions, aridity, heatwaves and sea level rise. Sharp global temperature and sea level changes, shifting precipitation patterns and increased frequency of extreme weather events are some of the main impacts of climate change as identified by the Intergovernmental Panel on Climate Change (IPCC). The MENA region is especially vulnerable to such impacts due to its arid and semi-arid environment, facing climatic challenges such as low rainfall, high temperatures and dry soil. The climatic conditions that foster such challenges for MENA are projected by the IPCC to worsen throughout the 21st century. If greenhouse gas emissions are not significantly reduced, part of the MENA region risks becoming uninhabitable before the year 2100. Climate change is expected to put significant strain on already scarce water and agricultural resources within the MENA region, threatening the national security and political stability of all included countries. Over 60 percent of the region's population lives in high and very high water-stressed areas compared to the global average of 35 percent. This has prompted some MENA countries to engage with the issue of climate change on an international level through environmental accords such as the Paris Agreement. Law and policy are also being established on a national level amongst MENA countries, with a focus on the development of renewable energies. Economy Middle Eastern economies range from being very poor (such as Gaza and Yemen) to extremely wealthy nations (such as Qatar and UAE). According to the International Monetary Fund, the three largest Middle Eastern economies in nominal GDP in 2023 were Saudi Arabia ($1.06 trillion), Turkey ($1.03 trillion), and Israel ($0.54 trillion). For nominal GDP per person, the highest ranking countries are Qatar ($83,891), Israel ($55,535), the United Arab Emirates ($49,451) and Cyprus ($33,807). Turkey ($3.6 trillion), Saudi Arabia ($2.3 trillion), and Iran ($1.7 trillion) had the largest economies in terms of GDP PPP. For GDP PPP per person, the highest-ranking countries are Qatar ($124,834), the United Arab Emirates ($88,221), Saudi Arabia ($64,836), Bahrain ($60,596) and Israel ($54,997). The lowest-ranking country in the Middle East, in terms of GDP nominal per capita, is Yemen ($573). The economic structure of Middle Eastern nations are different because while some are heavily dependent on export of only oil and oil-related products (Saudi Arabia, the UAE and Kuwait), others have a highly diverse economic base (such as Cyprus, Israel, Turkey and Egypt). Industries of the Middle Eastern region include oil and oil-related products, agriculture, cotton, cattle, dairy, textiles, leather products, surgical instruments, defence equipment (guns, ammunition, tanks, submarines, fighter jets, UAVs, and missiles). Banking is an important sector, especially for UAE and Bahrain. With the exception of Cyprus, Turkey, Egypt, Lebanon and Israel, tourism has been a relatively undeveloped area of the economy, in part because of the socially conservative nature of the region as well as political turmoil in certain regions. Since the end of the COVID pandemic however, countries such as the UAE, Bahrain, and Jordan have begun attracting greater numbers of tourists because of improving tourist facilities and the relaxing of tourism-related restrictive policies. Unemployment is high in the Middle East and North Africa region, particularly among people aged 15–29, a demographic representing 30% of the region's population. The total regional unemployment rate in 2025 is 10.8%, and among youth is as high as 28%. Demographics Arabs constitute the largest ethnic group in the Middle East, followed by various Iranian peoples and then by Turkic peoples (Turkish, Azeris, Syrian Turkmen, and Iraqi Turkmen). Native ethnic groups of the region include, in addition to Arabs, Arameans, Assyrians, Baloch, Berbers, Copts, Druze, Greek Cypriots, Jews, Kurds, Lurs, Mandaeans, Persians, Samaritans, Shabaks, Tats, and Zazas. European ethnic groups that form a diaspora in the region include Albanians, Bosniaks, Circassians (including Kabardians), Crimean Tatars, Greeks, Franco-Levantines, Italo-Levantines, and Iraqi Turkmens. Among other migrant populations are Chinese, Filipinos, Indians, Indonesians, Pakistanis, Pashtuns, Romani, and Afro-Arabs. "Migration has always provided an important vent for labor market pressures in the Middle East. For the period between the 1970s and 1990s, the Arab states of the Persian Gulf in particular provided a rich source of employment for workers from Egypt, Yemen and the countries of the Levant, while Europe had attracted young workers from North African countries due both to proximity and the legacy of colonial ties between France and the majority of North African states." According to the International Organization for Migration, there are 13 million first-generation migrants from Arab nations in the world, of which 5.8 reside in other Arab countries. Expatriates from Arab countries contribute to the circulation of financial and human capital in the region and thus significantly promote regional development. In 2009 Arab countries received a total of US$35.1 billion in remittance in-flows and remittances sent to Jordan, Egypt and Lebanon from other Arab countries are 40 to 190 per cent higher than trade revenues between these and other Arab countries. In Somalia, the Somali Civil War has greatly increased the size of the Somali diaspora, as many of the best educated Somalis left for Middle Eastern countries as well as Europe and North America. Non-Arab Middle Eastern countries such as Turkey, Israel and Iran are also subject to important migration dynamics. A fair proportion of those migrating from Arab nations are from ethnic and religious minorities facing persecution and are not necessarily ethnic Arabs, Iranians or Turks.[citation needed] Large numbers of Kurds, Jews, Assyrians, Greeks and Armenians as well as many Mandeans have left nations such as Iraq, Iran, Syria and Turkey for these reasons during the last century. In Iran, many religious minorities such as Christians, Baháʼís, Jews and Zoroastrians have left since the Islamic Revolution of 1979. The Middle East is very diverse when it comes to religions, many of which originated there. Islam is the largest religion in the Middle East, but other faiths that originated there, such as Judaism and Christianity, are also well represented. Christian communities have played a vital role in the Middle East, and they represent 78% of Cyprus population, and 40.5% of Lebanon, where the Lebanese president, half of the cabinet, and half of the parliament follow one of the various Lebanese Christian rites. There are also important minority religions like the Baháʼí Faith, Yarsanism, Yazidism, Zoroastrianism, Mandaeism, Druze, and Shabakism, and in ancient times the region was home to Mesopotamian religions, Canaanite religions, Manichaeism, Mithraism and various monotheist gnostic sects. The six top languages, in terms of numbers of speakers, are Arabic, Persian, Turkish, Kurdish, Modern Hebrew and Greek. About 20 minority languages are also spoken in the Middle East. Arabic, with all its dialects, is the most widely spoken language in the Middle East, with Literary Arabic being official in all North African and in most West Asian countries. Arabic dialects are also spoken in some adjacent areas in neighbouring Middle Eastern non-Arab countries. It is a member of the Semitic branch of the Afro-Asiatic languages. Several Modern South Arabian languages such as Mehri and Soqotri are also spoken in Yemen and Oman. Another Semitic language is Aramaic and its dialects are spoken mainly by Assyrians and Mandaeans, with Western Aramaic still spoken in two villages near Damascus, Syria. There is also an Oasis Berber-speaking community in Egypt where the language is also known as Siwa. It is a non-Semitic Afro-Asiatic sister language. Persian is the second most spoken language. While it is primarily spoken in Iran and some border areas in neighbouring countries, the country is one of the region's largest and most populous. It belongs to the Indo-Iranian branch of the family of Indo-European languages. Other Western Iranic languages spoken in the region include Achomi, Daylami, Kurdish dialects, Semmani, Lurish, amongst many others. The close third-most widely spoken language, Turkish, is largely confined to Turkey, which is also one of the region's largest and most populous countries, but it is present in areas in neighboring countries. It is a member of the Turkic languages, which have their origins in East Asia. Another Turkic language, Azerbaijani, is spoken by Azerbaijanis in Iran. The fourth-most widely spoken language, Kurdish, is spoken in the countries of Iran, Iraq, Syria and Turkey, Sorani Kurdish is the second official language in Iraq (instated after the 2005 constitution) after Arabic. Hebrew is the official language of Israel, with Arabic given a special status after the 2018 Basic law lowered its status from an official language prior to 2018. Hebrew is spoken and used by over 80% of Israel's population, the other 20% using Arabic. Modern Hebrew only began being spoken in the 20th century after being revived in the late 19th century by Elizer Ben-Yehuda (Elizer Perlman) and European Jewish settlers, with the first native Hebrew speaker being born in 1882. Greek is one of the two official languages of Cyprus, and the country's main language. Small communities of Greek speakers exist all around the Middle East; until the 20th century it was also widely spoken in Asia Minor (being the second most spoken language there, after Turkish) and Egypt. During the antiquity, Ancient Greek was the lingua franca for many areas of the western Middle East and until the Muslim expansion it was widely spoken there as well. Until the late 11th century, it was also the main spoken language in Asia Minor; after that it was gradually replaced by the Turkish language as the Anatolian Turks expanded and the local Greeks were assimilated, especially in the interior. English is one of the official languages of Akrotiri and Dhekelia. It is also commonly taught and used as a foreign second language, in countries such as Egypt, Jordan, Iran, Iraq, Qatar, Bahrain, United Arab Emirates and Kuwait. It is also a main language in some Emirates of the United Arab Emirates. It is also spoken as native language by Jewish immigrants from Anglophone countries (UK, US, Australia) in Israel and understood widely as second language there. French is taught and used in many government facilities and media in Lebanon, and is taught in some primary and secondary schools of Egypt and Syria. Maltese, a Semitic language mainly spoken in Europe, is used by the Franco-Maltese diaspora in Egypt. Due to widespread immigration of French Jews to Israel, it is the native language of approximately 200,000 Jews in Israel. Armenian speakers are to be found in the region. Georgian is spoken by the Georgian diaspora. Russian is spoken by a large portion of the Israeli population, because of emigration in the late 1990s. Russian today is a popular unofficial language in use in Israel; news, radio and sign boards can be found in Russian around the country after Hebrew and Arabic. Circassian is also spoken by the diaspora in the region and by almost all Circassians in Israel who speak Hebrew and English as well. The largest Romanian-speaking community in the Middle East is found in Israel, where as of 1995[update] Romanian is spoken by 5% of the population.[d] Bengali, Hindi and Urdu are widely spoken by migrant communities in many Middle Eastern countries, such as Saudi Arabia (where 20–25% of the population is South Asian), the United Arab Emirates (where 50–55% of the population is South Asian), and Qatar, which have large numbers of Pakistani, Bangladeshi and Indian immigrants. Culture The Middle East has recently become more prominent in hosting global sport events due to its wealth and desire to diversify its economy. The South Asian diaspora is a major backer of cricket in the region. See also Notes References Further reading External links 29°N 41°E / 29°N 41°E / 29; 41
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[SOURCE: https://en.wikipedia.org/wiki/Emmanuel_Joseph_Siey%C3%A8s] | [TOKENS: 4366]
Contents Emmanuel Joseph Sieyès Emmanuel Joseph Sieyès (3 May 1748 – 20 June 1836), usually known as the Abbé Sieyès (traditional French pronunciation: [sijɛːs]; modern pronunciation: [sjejɛs]), was a French Catholic priest, abbé, and political writer who was a leading political theorist of the French Revolution (1789–1799); he also held offices in the governments of the French Consulate (1799–1804) and the First French Empire (1804–1815). His pamphlet What Is the Third Estate? (1789) became the political manifesto of the Revolution, which facilitated transforming the Estates-General into the National Assembly, in June 1789. He was offered and refused an office in the French Directory (1795–1799). After becoming a director in 1799, Sieyès was among the instigators of the Coup of 18 Brumaire (9 November), which installed Napoleon Bonaparte in power. In addition to his political and clerical life, Sieyès coined the term "sociologie", and contributed to the nascent social sciences. Early life Emmanuel-Joseph Sieyès was born on 3 May 1748, the fifth child of Honoré and Annabelle Sieyès, in the southern French town of Fréjus. Honoré Sieyès was a local tax collector of modest income. Although they claimed some noble blood, the family Sieyès were commoners. Emmanuel-Joseph received his earliest education from tutors and Jesuits, and later attended the collège of the Doctrinaires of Draguignan. His ambition to become a professional soldier was thwarted by frail health, which, combined with the piety of his parents, led to pursuing a religious career. To that effect, the vicar-general of Fréjus aided Emmanuel-Joseph, out of obligation to his father, Honoré. Education Sieyès spent ten years at the seminary of Saint-Sulpice in Paris. There, he studied theology and engineering to prepare himself to enter the priesthood. He quickly gained a reputation at the school for his aptitude and interest in the sciences, combined with his obsession over the "new philosophic principles" and dislike for conventional theology. Sieyès was educated for priesthood in the Catholic Church at the Sorbonne. While there, he became influenced by the teachings of John Locke, David Hume, Edward Gibbon, Voltaire, Jean-Jacques Rousseau, Denis Diderot, Condillac, Quesnay, Mirabeau, Turgot, the Encyclopédistes, and other Enlightenment political thinkers, all in preference to theology. In 1770, he obtained his first theology diploma, ranking at the bottom of the list of passing candidates – a reflection of his antipathy toward his religious education. In 1772, he was ordained as a priest, and two years later he obtained his theology license. Religious career Despite Sieyès' embrace of Enlightenment thinking, he was ordained to the priesthood in 1773, but was not hired immediately. He spent time researching philosophy and developing music until about a year later in October 1774 when, as the result of demands by powerful friends, he was promised a canonry in Brittany. Unfortunately for Sieyès, this canonry went into effect only when the preceding holder died. At the end of 1775, Sieyès acquired his first real position as secretary to the bishop of Tréguier where he spent two years as deputy of the diocese. It is here that he sat in the Estates of Brittany and became disgusted with the immense power the privileged classes held. In 1780, the bishop of Tréguier was transferred to the bishopric of Chartres, and Sieyès accompanied him there as his vicar general, eventually becoming a canon of the cathedral and chancellor of the diocese of Chartres. Due to the fact that the bishop of Tréguier had high regards for Sieyès, he was able to act as a representative of his diocese in the Upper Chamber of the Clergy. It was during this time that Sieyès became aware of the ease with which nobles advanced in ecclesiastical offices compared to commoners. In particular, he was resentful of the privileges granted to the nobles within the Church system and thought the patronage system was a humiliation for commoners. While remaining in ecclesiastical offices, Sieyès maintained a religious cynicism at odds with his position. By the time he determined to enter priesthood, Sieyès had "freed himself from all superstitious sentiments and ideas". Even when corresponding with his deeply religious father, Sieyès showed a severe lack of piety for the man in charge of the diocese of Chartres. It is theorised that Sieyès accepted a religious career not because he had any sort of strong religious inclination, but because he considered it the only means to advance his career as a political writer. What Is the Third Estate? In 1788, King Louis XVI proposed the convocation of the Estates-General of France after an interval of more than a century and a half. This proposal, and Jacques Necker's invitation to French writers to state their views as to the organization of society by Estates, enabled Sieyès to publish his celebrated January 1789 pamphlet, Qu'est-ce que le tiers-état? (What Is the Third Estate?). He begins his answer: What is the Third Estate? Everything. What has it been hitherto in the political order? Nothing. What does it desire to be? Something. This phrase, which was to remain famous, is said to have been inspired by Nicolas Chamfort.[citation needed] The pamphlet was very successful, and its author, despite his clerical vocation (which made him part of the First Estate), was elected as the last (the twentieth) of the deputies to the Third Estate from Paris to the Estates-General. He played his main role in the opening years of the Revolution, participating in the final drafting of the Declaration of the Rights of Man and of the Citizen, expanding on the theories of national sovereignty, popular sovereignty, and representation implied in his pamphlet, with a distinction between active and passive citizens that justified suffrage limited to male owners of property. Sieyès's pamphlet incited a radical reaction from its audience because it involved the "political issues of the day and twisted them in a more revolutionary direction". In the third chapter of the pamphlet, Sieyès proposed that the Third Estate wanted to be "something". But he also stated that, in allowing the privileged orders to exist, they are asking to become "the least thing possible". The usage of such rhetoric in his pamphlet appealed to common causes to unite the audience. At the same time it influenced them to move beyond simple demands and take a more radical position on the nature of government. In this case, the radical position taken by the Third Estate created a sense of awareness that the problems of France were not simply a matter of addressing "royal tyranny", but that unequal privileges under the law had divided the nation. It was from this point that the Revolution's struggle for fair distribution of power and equal rights began in earnest.[citation needed] Sieyès's pamphlet played a key role in shaping the currents of revolutionary thought that propelled France towards the French Revolution. In his pamphlet, he outlined the desires and frustrations of the alienated class of people that made up the Third Estate. He attacked the foundations of the French Ancien Régime by arguing the nobility to be a fraudulent institution, preying on an overburdened and despondent bourgeoisie. The pamphlet voiced concerns that were to become crucial matters of debate during the convocation of the Estates-General of 1789. Whereas the aristocracy defined themselves as an élite ruling class charged with maintaining the social order in France, Sieyès saw the Third Estate as representing the nation whether or not the other two orders were present. The pamphlet placed sovereignty not in the hands of aristocrats but instead defined the nation of France by its productive orders composed of those who would generate services and produce goods for the benefit of the entire society. These included not only those involved in agricultural labor and craftsmanship, but also merchants, brokers, lawyers, financiers and others providing services. Sieyès challenged the hierarchical order of society by redefining who represented the nation. In his pamphlet, he condemns the privileged orders by saying their members were enjoying the best products of society without contributing to their production. Sieyès essentially argued that the aristocracy's privileges established it as an alien body acting outside of the nation of France, and deemed noble privilege "treason to the commonwealth". Sieyès's pamphlet had a significant influence on the structural concerns that arose surrounding the convocation of the Estates general. Specifically, the Third Estate demanded that the number of deputies for their order be equal to that of the two privileged orders combined, and most controversially "that the States General Vote, Not by Orders, but by Heads". The pamphlet took these issues to the masses and their partial appeasement was met with revolutionary reaction. By addressing the issues of representation directly, Sieyès inspired resentment and agitation that united the third estate against the feudalistic traditions of the Ancien Régime. As a result, the Third Estate demanded the reorganization of the Estates General, but the two other orders proved unable or unwilling to provide a solution. Sieyès proposed that the members of the First and Second order join the Third Estate and become a united body to represent the nation as a whole. He stated that the Third Estate had the right to consider those who denied this invitation to be in default of their national responsibility. The Third Estate adopted this measure on 5 June 1789. By doing so, they assumed the authority to represent the nation. Sieyès convinced the Third Estate to adopt the term National Assembly and was elected by the Assembly to its constitutional committee in July 1789. Serving on the constitutional committee, Sieyès argued that the Assembly should not need to seek the King's approval on constitutional matters. Sieyès advocated for equality of voting power, a unicameral legislative body, and the absence of a royal veto over the actions of the legislature. Taking the position that the National Assembly held absolute power as the only true representative of the nation, Sieyès rejected arguments that the King should be able to initiate new elections for the Assembly or have the power to veto legislation. Sieyès believed that representatives to the Assembly must be free both from influence from above by the King and from influence from below by the people. While voters had the right to put into or take out representatives from power, for the term they were elected, Sieyès held, representatives should be answerable to no one. In September 1789, Sieyès triumphed over the more moderate members of the Assembly led by Mounier when the Assembly voted for a unicameral legislature by a vote of 849 to 89 with 122 abstaining. Assemblies, Convention, and the Terror Although not noted as a public speaker as he spoke rarely and briefly, Sieyès held major political influence, and he recommended the decision of the Estates to reunite its chamber as the National Assembly; he opposed the abolition of tithes and the confiscation of Church lands. His opposition to the abolition of tithes discredited him in the National Assembly, and he was never able to regain his authority. Elected to the special committee on the constitution, he opposed the right of "absolute veto" for the King of France, which Honoré de Mirabeau unsuccessfully supported. He had considerable influence on the framing of the departmental system; after the spring of 1790, he was eclipsed by other politicians, and was elected only once to the post of fortnightly president of the Constituent Assembly. Like all other members of the Constituent Assembly, he was excluded from the Legislative Assembly by the ordinance, initially proposed by Maximilien Robespierre, that decreed that none of its members should be eligible for the next legislature. He reappeared in the third national Assembly, known as the National Convention of the French Republic (September 1792 – September 1795). He voted for the death of Louis XVI, but not in the contemptuous terms sometimes ascribed to him. He participated to the Constitution Committee that drafted the Girondin constitutional project. Menaced by the Reign of Terror and offended by its character, Sieyès even abjured his faith at the time of the installation of the Cult of Reason; afterwards, when asked what he had done during the Terror, he famously replied, "J'ai vécu" ("I lived"). Ultimately, Sieyès failed to establish the kind of bourgeois revolution he had hoped for, one of representative order "devoted to the peaceful pursuit of material comfort". His initial purpose was to instigate change in a more passive way, and to establish a constitutional monarchy. According to William Sewell, Sieyès' pamphlet set "the tone and direction of The French Revolution … but its author could hardly control the Revolution's course over the long run". Even after 1791, when the monarchy seemed to many to be doomed, Sieyès "continued to assert his belief in the monarchy", which indicated he did not intend for the Revolution to take the course it did. During the period he served in the National Assembly, Sieyès wanted to establish a constitution that would guarantee the rights of French men and would uphold equality under the law as the social goal of the Revolution; he was ultimately unable to accomplish his goal. Directory After the execution of Robespierre in 1794, Sieyès reemerged as an important political player during the constitutional debates that followed. In 1795, he went on a diplomatic mission to The Hague, and was instrumental in drawing up a treaty between the French and Batavian republics. He resented the Constitution of the Year III enacted by the Directory, and refused to serve as a Director of the Republic. In May 1798, he went as the plenipotentiary of France to the court of Berlin, in order to try to induce Prussia to ally with France against the Second Coalition; this effort ultimately failed. His prestige grew nonetheless, and he was made Director of France in place of Jean-François Rewbell in May 1799. Nevertheless, Sieyès considered ways to overthrow the Directory, and is said to have taken in view the replacement of the government with unlikely rulers such as Archduke Charles of Austria and Karl Wilhelm Ferdinand of Brunswick, a major enemy of the Revolution. He attempted to undermine the constitution, and thus caused the revived Jacobin Club to be closed while making offers to General Joubert for a coup d'état. Second Consul of France The death of Joubert at the Battle of Novi and the return of Napoleon Bonaparte from the Egypt campaign put an end to this project, but Sieyès regained influence by reaching a new understanding with Bonaparte. In the coup of 18 Brumaire, Sieyès and his allies dissolved the Directory, allowing Napoleon to seize power. Thereafter, Sieyès produced the constitution which he had long been planning, only to have it completely remodeled by Bonaparte, who thereby achieved a coup within a coup – Bonaparte's Constitution of the Year VIII became the basis of the French Consulate of 1799–1804. The Corps législatif appointed Bonaparte, Sieyès, and Roger Ducos as "Consuls of the French Republic". In order to once again begin the function of government, these three men took the oath of "Inviolable fidelity to the sovereignty of the people; to the French Republic, one and indivisible; to equality, liberty and the representative system". Although Sieyès had many ideas, a lot of them were disfavored by Bonaparte and Roger-Ducos. One aspect that was agreed upon was the structure of power. A list of active citizens formed the basis of the proposed political structure. This list was to choose one-tenth of its members to form a communal list eligible for local office. From the communal list, one-tenth of its members were to form a departmental list. A further list was made up from one-tenth of the members of the departmental list, to create a national list. This national list is where the highest officials of the land were to be chosen. Sieyès envisioned a Tribunat and a College des Conservateurs to act as the shell of the national government. The Tribunat would present laws and discuss ratification of these laws in front of a jury. This jury would not have any say in terms of what the laws granted consist of, but rather whether or not these laws passed. The College des Conservateurs would be renewed from the national list. The main responsibility of the College des Conservateurs was to choose the members of the two legislative bodies, and protect the constitution by right of absorption. By this curious provision, the College could forcibly elect to its ranks any individual deemed dangerous to the safety of the state, who would then be disqualified from any other office. This was a way to keep a closer eye on anyone who threatened the state. The power of the College des Conservateurs was extended to electing the titular head of government, the Grand-Electeur. The Grand-Electeur would hold office for life but have no power. If the Grand-Electeur threatened to become dangerous, the College des Conservateurs would absorb him. The central idea of Sieyès' plan was a division of power. Napoleonic era and final years Sieyès soon retired from the post of provisional Consul, which he had accepted after 18 Brumaire, and became one of the first members of the Sénat conservateur, acting as its president in 1799. This concession was attributed to the large estate at Crosne that he received from Napoleon. After the plot of the Rue Saint-Nicaise in late December 1800, Sieyès defended the arbitrary and illegal proceedings whereby Napoleon rid himself of the leading Jacobins. During the era of the First Empire (1804–1814), Sieyès rarely emerged from his retirement. When Napoleon briefly returned to power in 1815, Sieyès was named to the Chamber of Peers. In 1816, after the Second Restoration, Sieyès was expelled from the Academy of Moral and Political Sciences by Louis XVIII. He then moved to Brussels, but returned to France after the July Revolution of 1830. He died in Paris in 1836, at the age of 88. Contribution to social sciences In 1795, Sieyès became one of the first members of what would become the Academy of Moral and Political Sciences of the Institute of France. When the Académie Française was reorganized in 1803, he was elected in the second class, replacing, in chair 31, Jean Sylvain Bailly, who had been guillotined on 12 November 1793 during the Reign of Terror. After the second Restoration in 1815, Sieyès was expelled for his role in the execution of King Louis XVI, and was replaced by the Marquis of Lally-Tollendal, who was named to the Academy by a royal decree. In 1780, Sieyès coined the term sociologie in an unpublished manuscript. The term was used again fifty years later by the philosopher Auguste Comte to refer to the science of society, which is known in English as sociology. Sieyès was also among the first to employ the term science sociale. Personal life Sieyès was always considered intellectual and intelligent by his peers and mentors alike. Through the virtue of his own thoughts, he progressed in his ideologies from personal experiences. Starting at a young age, he began to feel repulsion towards the privileges of the nobility. He deemed this advantage gained by noble right as unfair to those of the lower class. This distaste he felt for the privileged class became evident during his time at the Estates of Brittany where he was able to observe, with dissatisfaction, domination by the nobility.[citation needed] Aside from his opinions towards nobility, Sieyès also had a passion for music. He devoted himself assiduously to cultivating music as he had plenty of spare time. Along with cultivating music, Sieyes also enjoyed writing reflections concerning these pieces. Sieyès had a collection of musical pieces he called "la catalogue de ma petite musique". Although Sieyès was passionate about his ideologies, he had a rather uninvolved social life. His journals and papers held much information about his studies but almost nothing pertaining to his personal life. His associates referred to him as cold and vain. In particular, Charles Maurice de Talleyrand-Périgord remarked that "Men are in his eyes chess-pieces to be moved, they occupy his mind but say nothing to his heart." Bibliography See also References Primary sources Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/CHILL] | [TOKENS: 229]
Contents CHILL CHILL (an acronym for CCITT High Level Language) is a procedural programming language designed for use in telecommunication switches (the hardware used inside telephone exchanges). The language is still used for legacy systems in some telecommunication companies and for signal box programming. The CHILL language is similar in size and complexity to the original Ada language. The first specification of the CHILL language was published in 1980, a few years before Ada. ITU provides a standard CHILL compiler. A free CHILL compiler was bundled with GCC up to version 2.95: however, it was removed from later versions. An object-oriented version, called Object CHILL, was developed also. ITU is responsible for the CHILL standard, known as ITU-T Rec. Z.200. The equivalent ISO standard is ISO/IEC 9496:2003. (The text of the two documents is the same). In late 1999 CCITT stopped maintaining the CHILL standard. CHILL was employed in telecommunications systems such as the Alcatel System 12 and the Siemens EWSD. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Sport] | [TOKENS: 4865]
Contents Sport Sport is a physical activity or game, often competitive and organized, that maintains or improves physical ability and skills. Sport may provide enjoyment to participants and entertainment to spectators. The number of participants in a particular sport can vary from hundreds of people to a single individual. Sport competitions may use a team or single person format, and may be open, allowing a broad range of participants, or closed, restricting participation to specific groups or those invited. Competitions may allow a "tie" or "draw", in which there is no single winner; others provide tie-breaking methods to ensure there is only one winner. They also may be arranged in a tournament format, producing a champion. Many sports leagues make an annual champion by arranging games in a regular sports season, followed in some cases by playoffs. Sport is generally recognised as system of activities based in physical athleticism or physical dexterity, with major competitions admitting only sports meeting this definition. Some organisations, such as the Council of Europe, preclude activities without any physical element from classification as sports. However, a number of competitive, but non-physical, activities claim recognition as mind sports. The International Olympic Committee who oversee the Olympic Games recognises both chess and bridge as sports. SportAccord, the international sports federation association, recognises five non-physical sports: chess, bridge, draughts, Go and xiangqi. However, they limit the number of mind games which can be admitted as sports. Sport is usually governed by a set of rules or customs, which serve to ensure fair competition. Winning can be determined by physical events such as scoring goals or crossing a line first. It can also be determined by judges who are scoring elements of the sporting performance, including objective or subjective measures such as technical performance or artistic impression. Records of performance are often kept, and for popular sports, this information may be widely announced or reported in sport news. Sport is also a major source of entertainment for non-participants, with spectator sport drawing large crowds to sport venues, and reaching wider audiences through broadcasting. Sport betting is in some cases severely regulated, and in others integral to the sport. According to A.T. Kearney, a consultancy, the global sporting industry is worth up to $620 billion as of 2013. The world's most accessible and practised sport is running, while association football is the most popular spectator sport. Meaning and usage The word "sport" comes from the Old French desport meaning "leisure", with the oldest definition in English from around 1300 being "anything humans find amusing or entertaining". Other meanings include gambling and events staged for the purpose of gambling; hunting; and games and diversions, including ones that require exercise. Roget's defines the noun sport as an "activity engaged in for relaxation and amusement" with synonyms including diversion and recreation. The singular term "sport" is used in most English dialects to describe the overall concept, e.g. "children taking part in sport", with "sports" used to describe multiple activities, e.g. "football and rugby are the most popular sports in England". American English uses "sports" for both senses. The precise definition of what differentiates a sport from other leisure activities varies between sources. The closest to an international agreement on a definition is provided by the Global Association of International Sports Federations (GAISF), which is the association for all the largest international sports federations (including association football, athletics, cycling, tennis, equestrian sports, and more), and is therefore the de facto representative of international sport. GAISF uses the following criteria, determining that a sport should: They also recognise that sport can be primarily physical (such as rugby or athletics), primarily mind (such as chess or Go), predominantly motorised (such as Formula 1 or powerboating), primarily co-ordination and dexterity (such as snooker and other cue sports), or primarily animal-supported (such as equestrian sport). The inclusion of mind sports within sport definitions has not been universally accepted, leading to legal challenges from governing bodies in regards to being denied funding available to sports. Whilst GAISF recognises a small number of mind sports, it is not open to admitting any further mind sports. There has been an increase in the application of the term "sport" to a wider set of non-physical challenges such as video games, also called esports (from "electronic sports"), especially due to the large scale of participation and organised competition, but these are not widely recognised by mainstream sports organisations. According to Council of Europe, European Sports Charter, article 2.i, "'Sport' means all forms of physical activity which, through casual or organised participation, aim at expressing or improving physical fitness and mental well-being, forming social relationships or obtaining results in competition at all levels." There are opposing views on the necessity of competition as a defining element of a sport, with almost all professional sports involving competition, and governing bodies requiring competition as a prerequisite of recognition by the International Olympic Committee (IOC) or GAISF. Other bodies advocate widening the definition of sport to include all forms of physical activity, not only organised or competitive events. For instance, the Council of Europe's Sports Charter defines "sport" as: "all forms of physical activity which, through casual or organised participation, are aimed at maintaining or improving physical fitness and mental well-being, forming social relationships or obtaining results in competition at all levels", explicitly encompassing recreational exercise undertaken purely for fun. To widen participation, and reduce the impact of losing on less able participants, there has been an introduction of non-competitive physical activity to traditionally competitive events such as school sports days, although moves like this can be controversial. In competitive events, participants are graded or classified based on their "result" and often divided into groups of comparable performance, e.g. gender, weight and age. The measurement of the result may be objective or subjective, and corrected with "handicaps" or penalties. In a race, for example, the time to complete the course is an objective measurement. In gymnastics or diving the result is decided by judges, and therefore subjective. There are shades of judging between boxing and mixed martial arts, where if neither competitor secures a victory before the time limit, the outcome is determined by judges' scorecards. In boxing, three judges independently score each round, based on criteria such as clean punching, effective aggression, ring generalship and defense. History Artifacts and structures suggest sport in China as early as 2000 BC. Gymnastics appears to have been popular in China's ancient past. Monuments to the Pharaohs indicate that a number of sports, including swimming and fishing, were well-developed and regulated several thousands of years ago in ancient Egypt. Other Egyptian sports included javelin throwing, high jump, and wrestling. Ancient Persian sports such as the traditional Iranian martial art of Zoorkhaneh had a close connection to warfare skills. Among other sports that originated in ancient Persia are polo and jousting. Various traditional games of India such as Kho kho and Kabbadi have been played for thousands of years. The kabaddi was played potentially as a preparation for hunting. A wide range of sports were already established by the time of Ancient Greece and the military culture and the development of sport in Greece influenced one another considerably. Sport became such a prominent part of their culture that the Greeks created the Olympic Games, which in ancient times were held every four years in a small village in the Peloponnesus called Olympia. Sports have been increasingly organised and regulated from the time of the ancient Olympics up to the present century. Industrialisation has brought motorised transportation and increased leisure time, letting people attend and follow spectator sports and participate in athletic activities. These trends continued with the advent of mass media and global communication. Professionalism became prevalent, further adding to the increase in sport's popularity, as sports fans followed the exploits of professional athletes – all while enjoying the exercise and competition associated with amateur participation in sports. Since the turn of the 21st century, there has been increasing debate about whether transgender sports people should be able to participate in sport events that conform with their post-transition gender identity. Fair play Sportsmanship is an attitude that strives for fair play, courtesy toward teammates and opponents, ethical behaviour and integrity, and grace in victory or defeat. Sportsmanship expresses an aspiration or ethos that the activity will be enjoyed for its own sake. The well-known sentiment by sports journalist Grantland Rice, that it is "it's not whether you win or lose, but how you play the game," and the modern Olympic creed expressed by its founder Pierre de Coubertin: "The most important thing in the Olympic Games is not to win but to take part," are typical expressions of this sentiment. Key principles of sport include that the result should not be predetermined, and all participants must have an equal opportunity to win. Rules and regulations are established by governing bodies to ensure fair play and integrity. However, participants sometimes breach these rules to gain an unfair advantage. Participants may cheat to increase their chances of winning, secure financial gain or other benefit. The prevalence of gambling on sporting outcomes creates incentives for match fixing, in which one or more participants collude to predetermine results rather than compete honestly. The competitive nature of sport encourages some participants to attempt to enhance their performance through medicines, or other means such as increasing the volume of blood in their bodies through artificial means. All sports recognised by the IOC, or SportAccord, are required to implement a testing programme, looking for a list of banned drugs, with suspensions or bans being placed on participants who test positive for banned substances. Violence in sports involves crossing the line between fair competition and intentional aggressive violence. Athletes, coaches, fans, and parents sometimes unleash violent behaviour on people or property, in misguided shows of loyalty, dominance, anger, or celebration. Rioting or hooliganism by fans in particular is a problem at some national and international sporting contests. Participation Female participation in sports has risen alongside expanded opportunities and growing recognition of the benefits of athletic activity for child development and physical fitness. Despite these gains, a gender gap persists. At Olympic level, women accounted for 49% at Tokyo 2020, reaching full 50 % parity at Paris 2024. But global surveys report only 20% of women versus 31% of men participate in sporting activity monthly, and the World Health Organization notes women are 5 percentage points less likely than men to meet recommended activity guidelines. Certain sports are mixed-sex, allowing, or even requiring, men and women to play on the same team. One example of this is Baseball5, which is the first mixed-gender sport to be admitted to the Olympics. Youth sport presents children with opportunities for fun, socialisation, forming peer relationships, physical fitness, and athletic scholarships. Activists for education and the war on drugs encourage youth sport as a means to increase educational participation and to fight the illegal drug trade. According to the Center for Injury Research and Policy at Nationwide Children's Hospital, the biggest risk for youth sport is death or serious injury including concussion. These risks come from running, basketball, association football, volleyball, gridiron, gymnastics, and ice hockey. Youth sport in the US is a $15 billion industry including equipment up to private coaching. Disabled or adaptive sports are played by people with a disability, including physical and intellectual disabilities. As many of these are based on existing sports modified to meet the needs of people with a disability, they are sometimes referred to as adapted sports. However, not all disabled sports are adapted; several that have been specifically created for people with a disability have no equivalent in able-bodied sports, such as goalball and boccia. Masters sport, senior sport, or veteran sport is an age category of sport, that usually contains age groups of those 35 and older. It may concern unaltered or adapted sport activities, with and without competitions. Competitions The competition element of sport, along with the aesthetic appeal of some disciplines, has resulted in the phenomenon of spectator sport. Amateur and professional sports attract audiences in person at venues and via broadcast media—radio, television and internet streaming—each of which may levy fees such as entrance tickets or pay-per-view subscriptions. Sports leagues and tournaments provide the primary organisational frameworks for regular competition among teams or individual athletes. High-profile events command vast audiences, driving lucrative media-rights deals. The 2006 FIFA World Cup final drew over 700 million viewers worldwide, and the 2011 Cricket World Cup final was watched by approximately 135 million viewers in India alone. In the US, the Super Bowl ranks as the most-watched annual television broadcast, with Super Bowl XLIX in 2015 averaging 114 million viewers. Super Bowl Sunday is considered an unofficial national holiday, and in 2015 a 30-second advertising spot sold for approximately US$4.5 million. Amateur and professional Sport can be undertaken on an amateur, professional or semi-professional basis, depending on whether participants are incentivised for participation (usually through payment of a wage or salary). Amateur participation in sport at lower levels is often called "grassroots sport". The popularity of spectator sport as a recreation for non-participants has led to sport becoming a major business in its own right, and this has incentivised a high paying professional sport culture, where high performing participants are rewarded with pay far in excess of average wages, which can run into millions of dollars. Some sports, or individual competitions within a sport, retain a policy of allowing only amateur sport. The Olympic Games started with a principle of amateur competition with those who practised a sport professionally considered to have an unfair advantage over those who practised it merely as a hobby. From 1971, Olympic athletes were allowed to receive compensation and sponsorship, and from 1986, the IOC decided to make all professional athletes eligible for the Olympics, with the exceptions of boxing, and wrestling. Technology Technology plays an important part in modern sport. It is a necessary part of some sports (such as motorsport), and it is used in others to improve performance. Some sports also use it to allow off-field decision making. Sports science can be applied to areas including athlete performance, such as the use of video analysis to fine-tune technique, or to equipment, such as improved running shoes or competitive swimwear. Sports engineering emerged as a discipline in 1998 with an increasing focus not just on materials design but also the use of technology in sport, from analytics and big data to wearable technology. In order to control the impact of technology on fair play, governing bodies frequently have specific rules that are set to control the impact of technical advantage between participants. For example, in 2010, full-body, non-textile swimsuits were banned by FINA, as they were enhancing swimmers' performances. The increase in technology has also allowed many decisions in sports matches to be taken, or reviewed, off-field, with another official using instant replays to make decisions. In some sports, players can now challenge decisions made by officials. In Association football, goal-line technology makes decisions on whether a ball has crossed the goal line or not. The technology is not compulsory, but was used in the 2014 FIFA World Cup in Brazil, and the 2015 FIFA Women's World Cup in Canada, as well as in the Premier League from 2013–14, and the Bundesliga from 2015–16. In the NFL, a referee can ask for a review from the replay booth, or a head coach can issue a challenge to review the play using replays. The final decision rests with the referee. A video referee (commonly known as a Television Match Official or TMO) can also use replays to help decision-making in rugby (both league and union). In international cricket, an umpire can ask the Third umpire for a decision, and the third umpire makes the final decision. Since 2008, a decision review system for players to review decisions has been introduced and used in ICC-run tournaments, and optionally in other matches. Depending on the host broadcaster, a number of different technologies are used during an umpire or player review, including instant replays, Hawk-Eye, Hot Spot and Real Time Snickometer. Hawk-Eye is also used in tennis to challenge umpiring decisions. Sports and education Research suggests that sports have the capacity to connect youth to positive adult role models and provide positive development opportunities, as well as promote the learning and application of life skills. In recent years the use of sport to reduce crime, as well as to prevent violent extremism and radicalization, has become more widespread, especially as a tool to improve self-esteem, enhance social bonds and provide participants with a feeling of purpose. There is no high-quality evidence that shows the effectiveness of interventions to increase sports participation of the community in sports such as mass media campaigns, educational sessions, and policy changes. There is also no high-quality studies that investigate the effect of such interventions in promoting healthy behaviour change in the community. Educational qualifications are available in sport: for example, sports science is a well-established academic discipline. In the UK, a BTEC National Diploma in Sports Coaching and Development is offered by Pearson Education. There are four qualifications in this family: Politics Benito Mussolini used the 1934 FIFA World Cup, held in Italy, to showcase Fascist Italy. Adolf Hitler used the 1936 Summer Olympics held in Berlin, and the 1936 Winter Olympics held in Garmisch-Partenkirchen, to promote the Nazi ideology of the superiority of the Aryan race, and inferiority of the Jews and other "undesirables". Germany used the Olympics to give off a peaceful image while secretly preparing for war. When apartheid was official policy in South Africa, many sports people, particularly in rugby union, adopted the conscientious approach that they should not appear in competitive sports there. Some feel this was an effective contribution to the eventual end of apartheid, others feel it may have prolonged and reinforced its worst effects. In the history of Ireland, Gaelic sports were connected with cultural nationalism. Until the mid-20th century a person could have been banned from playing Gaelic football, hurling, or other sports administered by the Gaelic Athletic Association (GAA) if she/he played or supported Association football, or other games seen to be of British origin. The GAA banned the playing of football and rugby union at Gaelic venues. This ban, also known as Rule 42, is still enforced, but was modified to allow football and rugby to be played in Croke Park while Lansdowne Road was redeveloped into Aviva Stadium. Under Rule 21, the GAA banned members of the British security forces and members of the RUC from playing Gaelic games, but the advent of the Good Friday Agreement in 1998 led to removal of the ban. Nationalism is often evident in the pursuit of sport or in its reporting: athletes compete in national teams, and commentators or audiences frequently adopt partisan perspectives. On occasion, such tensions erupt into violence among players or spectators, as during the 1969 Football War between El Salvador and Honduras, a conflict sparked by rioting at World Cup qualifiers. Such episodes are viewed as contrary to the fundamental ethos of sport—namely, that it be contested for its own sake and for the enjoyment of participants. Politics and sport tragically intersected at the 1972 Munich Olympics, when Palestinian militants infiltrated the Olympic Village, took Israeli team members hostage, and ultimately killed 11 athletes in what became known as the Munich massacre. A study of US elections has shown that the result of sports events can affect the results. A study published in the Proceedings of the National Academy of Sciences showed that when the home team wins the game before the election, the incumbent candidates can increase their share of the vote by 1.5%. A loss had the opposite effect, and the effect is greater for higher-profile teams or unexpected wins and losses. When the Washington Commanders win their final game before an election, then the incumbent president is more likely to win, and if they lose, then the opposition candidate is more likely to win; this has become known as the Redskins Rule. Étienne de La Boétie, in his essay Discourse on Voluntary Servitude describes athletic spectacles as means for tyrants to control their subjects by distracting them. Do not imagine that there is any bird more easily caught by decoy, nor any fish sooner fixed on the hook by wormy bait, than are all these poor fools neatly tricked into servitude...they let themselves be caught so quickly at the slightest tickling of their fancy. Plays, farces, spectacles, gladiators, strange beasts, medals, pictures, and other such opiates, these were for ancient peoples the bait toward slavery, the price of their liberty, the instruments of tyranny. By these...enticements the ancient dictators so successfully lulled their subjects under the yoke, that the stupefied peoples, fascinated by the pastimes and vain pleasures flashed before their eyes, learned subservience as naïvely...as little children learn to read by looking at bright picture books. During the British rule of Bengal, British and European sports began to supplant traditional Bengali sports, resulting in a loss of native culture. In communist controlled East Germany, from the 1970s to 1990, 'an estimated 3,000 unofficial collaborators were used each year in top-level sport, including many football players, fans and referees'. Among the most important reasons for the Stasi setting up this extensive network of collaborators was to prevent athletes escaping to the West, using both methods of surveillance and repression. Religious views Sport was an important form of worship in Ancient Greek religion. The ancient Olympic Games were held in honour of the head deity, Zeus, and featured various forms of religious dedication to him and other gods. Many Greeks travelled to see the games and the combination of religious pilgrimage and sport served as a way of uniting them as one people. The practice of athletic competitions has been criticised by some Christian thinkers as a form of idolatry, in which "human beings extol themselves, adore themselves, sacrifice themselves and reward themselves." Sports are seen by these critics as a manifestation of "collective pride" and "national self-deification" in which feats of human power are idolised at the expense of divine worship. Tertullian condemns the athletic performances of his day, insisting "the entire apparatus of the shows is based upon idolatry." The shows, says Tertullian, excite passions foreign to the calm temperament cultivated by the Christian: God has enjoined us to deal calmly, gently, quietly, and peacefully with the Holy Spirit, because these things are alone in keeping with the goodness of His nature, with His tenderness and sensitiveness. ... Well, how shall this be made to accord with the shows? For the show always leads to spiritual agitation, since where there is pleasure, there is keenness of feeling giving pleasure its zest; and where there is keenness of feeling, there is rivalry giving in turn its zest to that. Then, too, where you have rivalry, you have rage, bitterness, wrath and grief, with all bad things which flow from them – the whole entirely out of keeping with the religion of Christ. Christian clerics in the Wesleyan-Holiness movement oppose the viewing of or participation in professional sports, believing that professional sports leagues profane the Sabbath, compete with a Christian's primary commitment to God, exhibit a lack of modesty in the players' and cheerleaders' uniforms, are associated with violence and extensive use of profanity among many players, and encourage gambling, as well as alcohol and other drugs at sporting events, which go against a commitment to teetotalism. See also Related topics References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-father2-21] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Grey_alien&action=edit&section=5] | [TOKENS: 1430]
Editing Grey alien (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <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|}} This page is a member of 13 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/wiki/List_of_countries_by_GDP_(nominal)] | [TOKENS: 460]
Contents List of countries by GDP (nominal) Gross domestic product (GDP) is the market value of all final goods and services from a nation in a given year. Countries are sorted by nominal GDP estimates from financial and statistical institutions, which are calculated at market or government official exchange rates. Nominal GDP does not take into account differences in the cost of living in different countries, and the results can vary greatly from one year to another based on fluctuations in the exchange rates of the country's currency. Such fluctuations may change a country's ranking from one year to the next, even though they often make little or no difference in the standard of living of its population. Comparisons of national wealth are also frequently made based on purchasing power parity (PPP), to adjust for differences in the cost of living in different countries. Other metrics, nominal GDP per capita and a corresponding GDP (PPP) per capita, are used for comparing national standard of living. On the whole, PPP per capita figures are less spread than nominal GDP per capita figures. The rankings of national economies have changed significantly over time. For instance, the United States overtook the British Empire around 1916; Japan rose rapidly in the post-World War II period to become the world’s second-largest economy by the 1970s; China moved from ninth place in 1978 to second in 2010 following market reforms. These shifts reflect long-term changes in global economic output. The first list includes estimates compiled by the International Monetary Fund's World Economic Outlook, the second list shows the World Bank's data, and the third list includes data compiled by the United Nations Statistics Division. The IMF's definitive data for the past year and estimates for the current year are published twice a year in April and October. Non-sovereign entities (the world, continents, and some dependent territories) and states with limited international recognition (such as Kosovo and Taiwan) are included in the list where they appear in the sources. Table The table initially ranks each IMF member including sovereign states not part of the IMF, non-sovereign nations and territories, and countries with limited recognition See also By country: By region: Other entities: Notes References *Top country subdivisions by GDP *Top country subdivisions by GDP per capita *Top country metropolitan by GDP
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-16] | [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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[SOURCE: https://techcrunch.com/video/how-elon-musk-is-rewriting-the-rules-on-founder-power/] | [TOKENS: 708]
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 How Elon Musk is rewriting the rules on founder power Loading the player… Elon Musk has merged SpaceX and xAI, creating what might be the blueprint for a new Silicon Valley power structure. With his $800 billion net worth already rivaling historic conglomerate GE’s peak market cap, and Musk being vocal about his view that “tech victory is decided by velocity of innovation,” the question isn’t whether a personal conglomerate can be built, but rather how far Musk himself is going to take it. Watch as Equity dives into this new era of the “everything” business, whether we’ll see others like Sam Altman follow suit, and more of the week’s headlines. 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/AppJar] | [TOKENS: 262]
Contents AppJar appJar is a cross-platform Python library for developing GUIs (graphical user interfaces). It can run on Linux, OS X, and Windows. It was conceived, and continues to be developed with educational use as its focus, so is accompanied by comprehensive documentation, as well as easy-to-follow lessons. License appJar is licensed under the Apache License v2.0. History appJar was originally envisaged as a simple wrapper around tkinter, to allow secondary school pupils to develop simple graphical user interfaces in Python. It was meant to hide away the complexity, so that pupils could focus on writing algorithms, without having to worry about how to position widgets and link to functions. It was started out in the winter of 2014, as a simple in-house project, but soon started to grow. It was published to GitHub on July 31, 2015, and first added to the PyPi repository on 20 December 2016. In June 2017, appJar was featured in an article in The MagPi, detailing how it could be used to interact with Minecraft. Example This is a simple "Hello world" example: The above example is getting even simpler in the 1.0 release (available in beta in the 0.9 release): References External links
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[SOURCE: https://en.wikipedia.org/wiki/CHIP-8] | [TOKENS: 1527]
Contents CHIP-8 CHIP-8 is an interpreted programming language, developed by Joseph Weisbecker on his 1802 microprocessor. It was initially used on the COSMAC VIP and Telmac 1800, which were 8-bit microcomputers made in the mid-1970s. CHIP-8 was designed to be easy to program for and to use less memory than other programming languages like BASIC. Interpreters have been made for many devices, such as home computers, microcomputers, graphing calculators, mobile phones, and video game consoles. Community CHIP-8 has been used on a wide range of devices over time; the first community to use CHIP-8 started in the 1970s on microcomputers. They shared extensions and programs in newsletters such as ARESCO's VIPER for COSMAC VIP users or DREAMER for DREAM 6800 users. In the VIPER newsletter, the first three issues detailed the machine code for the CHIP-8 interpreter for the VIP. CHIP-8 applications include original games, demos, as well as recreations of popular games from other systems. Some CHIP-8 applications have been released into the public domain using licenses like the Creative Commons Zero license. CHIP-8 extensions and variations During the 1970s and 1980s, CHIP-8 users shared CHIP-8 programs, but also changes and extensions to the CHIP-8 interpreter, like in the VIPER magazine for COSMAC VIP. These extensions included CHIP-10 and Hi-Res CHIP-8, which introduced a higher resolution than the standard 64x32, and CHIP-8C and CHIP-8X, which extended the monochrome display capabilities to support limited color, among other features. These extensions were mostly backwards compatible, as they were based on the original interpreter, although some repurposed rarely used opcodes for new instructions. In 1979, Electronics Australia ran a series of articles on building a kit computer similar to the COSMAC VIP, based on the Motorola 6800 architecture. This computer, the DREAM 6800, came with its own version of CHIP-8. A newsletter similar to VIPER, called DREAMER, was used to share CHIP-8 games for this interpreter. In 1981, Electronics Today International (ETI) ran a series of articles on building a computer, the ETI-660, which was also very similar to the VIP (and used the same microprocessor). ETI ran regular ETI-660 and general CHIP-8 columns until 1985. In 1990, a CHIP-8 interpreter called CHIP-48 was made by Andreas Gustafsson for HP-48 graphing calculators. Erik Bryntse later created another interpreter based on CHIP-48, titled "SUPER-CHIP", often shortened to SCHIP or S-CHIP. SCHIP extended the CHIP-8 language with a larger resolution and several additional opcodes meant to make programming easier. David Winter's interpreter, disassembler, and extended technical documentation popularized CHIP-8/SCHIP on other platforms. It laid out a complete list of undocumented opcodes and features and was distributed across hobbyist forums. Many interpreters used these works as a starting point.[citation needed] However, CHIP-48 subtly changed the semantics of a few of the opcodes, and SCHIP continued to use those new semantics in addition to changing other opcodes. Many online resources about CHIP-8 propagate these new semantics, so many modern CHIP-8 games are not backwards compatible with the original CHIP-8 interpreter for the COSMAC VIP, even if they do not specifically use the new SCHIP extensions. Some extensions take opcodes or behavior from multiple extensions, like XO-CHIP which takes some from behavior from SCHIP and CHIP-8E. Virtual machine description CHIP-8 was most commonly implemented on 4K systems, such as the Cosmac VIP and the Telmac 1800. These machines had 4096 (0x1000) memory locations, all of which are 8 bits (a byte) which is where the term CHIP-8 originated. However, the CHIP-8 interpreter itself occupies the first 512 bytes of the memory space on these machines. For this reason, most programs written for the original system begin at memory location 512 (0x200) and do not access any of the memory below the location 512 (0x200). The uppermost 256 bytes (0xF00-0xFFF) are reserved for display refresh, and the 96 bytes below that (0xEA0-0xEFF) were reserved for the call stack, internal use, and other variables. In modern CHIP-8 implementations, where the interpreter is running natively outside the 4K memory space, there is no need to avoid the lower 512 bytes of memory (0x000-0x1FF), and it is common to store font data there. CHIP-8 has 16 8-bit data registers named V0 to VF. The VF register doubles as a flag for some instructions; thus, it should be avoided. In an addition operation, VF is the carry flag, while in subtraction, it is the "no borrow" flag. In the draw instruction VF is set upon pixel collision. The address register, which is named I, is 12 bits wide and is used with several opcodes that involve memory operations. The stack is only used to store return addresses when subroutines are called. The original RCA 1802 version allocated 48 bytes for up to 12 levels of nesting; modern implementations usually have more. CHIP-8 has two timers. They both count down at 60 hertz, until they reach 0. Input is done with a hex keyboard that has 16 keys ranging 0 to F. The "8", "4", "6", and "2" keys are typically used for directional input. Three opcodes are used to detect input. One skips an instruction if a specific key is pressed, while another does the same if a specific key is not pressed. The third waits for a key press, and then stores it in one of the data registers. The original CHIP-8 display resolution is 64×32 pixels, and its color is monochrome. Graphics are drawn to the screen solely by drawing sprites, which are 8 pixels wide and may be from 1 to 15 pixels in height. Sprite pixels are XOR'd with corresponding screen pixels. In other words, sprite pixels that are set flip the color of the corresponding screen pixel, while unset sprite pixels do nothing. The carry flag (VF) is set to 1 if any screen pixels are flipped from set to unset when a sprite is drawn and set to 0 otherwise. This is used for collision detection. As previously described, a beeping sound is played when the value of the sound timer is nonzero. CHIP-8 has 35 opcodes, which are all two bytes long and stored big-endian. The opcodes are listed below, in hexadecimal and with the following symbols: There have been many implementations of the CHIP-8 instruction set since 1978. The following specification is based on the SUPER-CHIP specification from 1991 (but without the additional opcodes that provide extended functionality), as that is the most commonly encountered extension set today. Footnotes denote incompatibilities with the original CHIP-8 instruction set from 1978. 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 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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[SOURCE: https://en.wikipedia.org/wiki/Cestius_Gallus] | [TOKENS: 532]
Contents Gaius Cestius Gallus (governor of Syria) Gaius Cestius Gallus (d. 67 AD) was a Roman senator and general who was active during the Principate. He was suffect consul for the second nundinium of the year 42 as the colleague of Gaius Caecina Largus. Gallus was the son of Gaius Cestius Gallus, ordinary consul in 35. Governor of Syria Gallus was proconsul of Syria from 63 to 65. He marched into Judea with a force of over 30,000 men in September 66 in an attempt to restore order at the outset of the First Jewish-Roman War. As assembled at Antioch, Gallus' army comprised Legio XII Fulminata, detachments from the three other legions based in Syria, six cohorts of auxiliary infantry, and four alae of cavalry. These regular troops were supported by 14,000 allies provided by Agrippa II and other client rulers. Jewish Revolt With his force reduced by detachments sent to occupy Galilee and the Judean coast, Gallus turned inland to subdue Jerusalem. After suffering losses amongst his baggage train and rearguard, Gallus reached Mount Scopus and penetrated the outer city, but was unable to take the Temple Mount. After a siege of nine days, Gallus decided to fall back to the coast. His decision appears to have been based on the loss of siege equipment by ambush and the threatened cutting of his supply lines as the October rains began. The war-like faction in Jerusalem, under Shimon bar Giora, rose up against the Roman contingent, pursuing them as far as Antipatris, via Beit Horon. Josephus initially estimated the number of Roman losses at 515, but in the ensuing rout, the dead among the Imperial Roman army numbered 5300 infantrymen and 380 cavalrymen. This incident befell the Roman army in the lunar month of Heshvan, during the 12th year of the reign of Nero, and marked the beginning of the war with Rome. Death Soon after his return to Syria, and before the spring of 67, Gallus died. According to Titus Flavius Josephus the legate was broken by shame at a major and unexpected Roman defeat. Gallus was succeeded in the governorship of Syria by Licinius Mucianus. Emperor Nero appointed the future Emperor Vespasian as commander of the Roman forces assembled in the province to crush the rebellion in Judea. See also References
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[SOURCE: https://en.wikipedia.org/wiki/Senior_Advisor_to_the_President] | [TOKENS: 280]
Contents Senior Advisor to the President of the United States Senior Advisor to the President is a title used by high-ranking political advisors to the president of the United States. Senior advisors to the president do not have formal government decision making authority, but they can have significant influence over decisions. Their role is to provide strategic advice, analysis, and recommendations to the president on key issues. White House senior advisors are senior members of the White House Office. The title has been formally used since 1993. Responsibilities Over time, a senior advisor has had responsibility for the following groups: White House departments (previously headed by a senior advisor in past administrations) Prior administrations In prior administrations before 1993, the position of "senior advisor" was a title used for various other purposes. Numerous examples of the position also exist throughout the executive departments and in the branch's independent agencies. For example, the Food and Drug Administration includes a position with the title Senior Advisor for Science; the Department of the Interior has a position with the title Senior Advisor for Alaskan Affairs. Examples of people who had the responsibilities and/or influence of a senior advisor without the title included Edward M. House (to Woodrow Wilson) and Louis Howe (to Franklin D. Roosevelt) List of senior advisors to the president (born 1971) United States Digital Service (American Rescue Plan) See also Notes Explanatory footnotes References
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[SOURCE: https://en.wikipedia.org/wiki/XAI_(company)#cite_note-33] | [TOKENS: 1856]
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links
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