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[SOURCE: https://en.wikipedia.org/wiki/Gemini_Nano] | [TOKENS: 3553] |
Contents Gemini (language model) Gemini is a family of multimodal large language models (LLMs) developed by Google DeepMind, and the successor to LaMDA and PaLM 2. Comprising Gemini Pro, Gemini Deep Think, Gemini Flash, and Gemini Flash Lite, it was announced on December 6, 2023. It powers the chatbot of the same name. History Google announced Gemini, a large language model (LLM) developed by subsidiary Google DeepMind, during the Google I/O keynote on May 10, 2023. It was positioned as a more powerful successor to PaLM 2, which was also unveiled at the event, with Google CEO Sundar Pichai stating that Gemini was still in its early developmental stages. Unlike other LLMs, Gemini was said to be unique in that it was not trained on a text corpus alone and was designed to be multimodal, meaning it could process multiple types of data simultaneously, including text, images, audio, video, and computer code. It had been developed as a collaboration between DeepMind and Google Brain, two branches of Google that had been merged as Google DeepMind. In an interview with Wired, DeepMind CEO Demis Hassabis touted Gemini's advanced capabilities, which he believed would allow the algorithm to trump OpenAI's ChatGPT, which runs on GPT-4 and whose growing popularity had been aggressively challenged by Google with LaMDA and Bard. Hassabis highlighted the strengths of DeepMind's AlphaGo program, which gained worldwide attention in 2016 when it defeated Go champion Lee Sedol, saying that Gemini would combine the power of AlphaGo and other Google–DeepMind LLMs. In August 2023, The Information published a report outlining Google's roadmap for Gemini, revealing that the company was targeting a launch date of late 2023. According to the report, Google hoped to surpass OpenAI and other competitors by combining conversational text capabilities present in most LLMs with artificial intelligence–powered image generation, allowing it to create contextual images and be adapted for a wider range of use cases. Like Bard, Google co-founder Sergey Brin was summoned out of retirement to assist in the development of Gemini, along with hundreds of other engineers from Google Brain and DeepMind; he was later credited as a "core contributor" to Gemini. Because Gemini was being trained on transcripts of YouTube videos, lawyers were brought in to filter out any potentially copyrighted materials. With news of Gemini's impending launch, OpenAI hastened its work on integrating GPT-4 with multimodal features similar to those of Gemini. The Information reported in September that several companies had been granted early access to "an early version" of the LLM, which Google intended to make available to clients through Google Cloud's Vertex AI service. The publication also stated that Google was arming Gemini to compete with both GPT-4 and Microsoft's GitHub Copilot. On December 6, 2023, Pichai and Hassabis announced "Gemini 1.0" at a virtual press conference. It comprised three models: Gemini Ultra, designed for "highly complex tasks"; Gemini Pro, designed for "a wide range of tasks"; and Gemini Nano, designed for "on-device tasks". At launch, Gemini Pro and Nano were integrated into Bard and the Pixel 8 Pro smartphone, respectively, while Gemini Ultra was set to power "Bard Advanced" and become available to software developers in early 2024. Other products that Google intended to incorporate Gemini into included Search, Ads, Chrome, Duet AI on Google Workspace, and AlphaCode 2. It was made available only in English. Touted as Google's "largest and most capable AI model" and designed to emulate human behavior, the company stated that Gemini would not be made widely available until the following year due to the need for "extensive safety testing". Gemini was trained on and powered by Google's Tensor Processing Units (TPUs), and the name is in reference to the DeepMind–Google Brain merger as well as NASA's Project Gemini. Gemini Ultra was said to have outperformed GPT-4, Anthropic's Claude 2, Inflection AI's Inflection-2, Meta's LLaMA 2, and xAI's Grok 1 on a variety of industry benchmarks, while Gemini Pro was said to have outperformed GPT-3.5. Gemini Ultra was also the first language model to outperform human experts on the 57-subject Massive Multitask Language Understanding (MMLU) test, obtaining a score of 90%. Gemini Pro was made available to Google Cloud customers on AI Studio and Vertex AI on December 13, while Gemini Nano will be made available to Android developers as well. Hassabis further revealed that DeepMind was exploring how Gemini could be "combined with robotics to physically interact with the world". In accordance with an executive order signed by U.S. President Joe Biden in October, Google stated that it would share testing results of Gemini Ultra with the federal government of the United States. Similarly, the company was engaged in discussions with the government of the United Kingdom to comply with the principles laid out at the AI Safety Summit at Bletchley Park in November. In June 2025, Google introduced Gemini CLI, an open-source AI agent that brings the capabilities of Gemini directly to the terminal, offering advanced coding, automation, and problem-solving features with generous free usage limits for individual developers. Google partnered with Samsung to integrate Gemini Nano and Gemini Pro into its Galaxy S24 smartphone lineup in January 2024. The following month, Bard and Duet AI were unified under the Gemini brand, with "Gemini Advanced with Ultra 1.0" debuting via a new "AI Premium" tier of the Google One subscription service. Gemini Pro also received a global launch. In February 2024, Google launched Gemini 1.5 in a limited capacity, positioned as a more powerful and capable model than 1.0 Ultra. This "step change" was achieved through various technical advancements, including a new architecture, a mixture-of-experts approach, and a larger one-million-token context window, which equates to roughly an hour of silent video, 11 hours of audio, 30,000 lines of code, or 700,000 words. The same month, Google debuted Gemma, a family of free and open-source LLMs that serve as a lightweight version of Gemini. They came in two sizes, with a neural network with two and seven billion parameters, respectively. Multiple publications viewed this as a response to Meta and others open-sourcing their AI models, and a stark reversal from Google's longstanding practice of keeping its AI proprietary. Google announced an additional model, Gemini 1.5 Flash, on May 14 at the 2024 I/O keynote. Two updated Gemini models, Gemini-1.5-Pro-002 and Gemini-1.5-Flash-002, were released on September 24, 2024. On December 11, 2024, Google announced Gemini 2.0 Flash Experimental, a significant update to its Gemini AI model. This iteration boasts improved speed and performance over its predecessor, Gemini 1.5 Flash. Key features include a Multimodal Live API for real-time audio and video interactions, enhanced spatial understanding, native image and controllable text-to-speech generation (with watermarking), and integrated tool use, including Google Search. It also introduces improved agentic capabilities, a new Google Gen AI SDK, and "Jules," an experimental AI coding agent for GitHub. Additionally, Google Colab is integrating Gemini 2.0 to generate data science notebooks from natural language. Gemini 2.0 was available through the Gemini chat interface for all users as "Gemini 2.0 Flash experimental". On January 30, 2025, Google released Gemini 2.0 Flash as the new default model, with Gemini 1.5 Flash still available for usage. This was followed by the release of Gemini 2.0 Pro on February 5, 2025. Additionally, Google released Gemini 2.0 Flash Thinking Experimental, which details the language model's thinking process when responding to prompts. On March 12, 2025, Google also announced Gemini Robotics, a vision-language-action model based on the Gemini 2.0 family of models. The next day, Google announced that Gemini in Android Studio would be able to understand simple UI mockups and transform them into working Jetpack Compose code. Gemini 2.5 Pro Experimental was released on March 25, 2025, described by Google as its most intelligent AI model yet, featuring enhanced reasoning and coding capabilities, and a "thinking model" capable of reasoning through steps before responding, using techniques like chain-of-thought prompting, whilst maintaining native multimodality and launching with a 1 million token context window. At Google I/O 2025, Google announced significant updates to its Gemini core models. Gemini 2.5 Flash became the default model, delivering faster responses. Gemini 2.5 Pro was introduced as the most advanced Gemini model, featuring reasoning, coding capabilities, and the new Deep Think mode for complex tasks. Both 2.5 Pro and Flash support native audio output and improved security. On June 17, 2025, Google announced general availability for 2.5 Pro and Flash. They also introduced Gemini 2.5 Flash-Lite that same day, a model optimized for speed and cost-efficiency. On November 18, 2025, Google announced the release of 3 Pro and 3 Deep Think. These new models replace 2.5 Pro and Flash, and are the most powerful models available as of November 2025. On release, 3 Pro outperformed major AI models in 19 out of 20 benchmarks tested, including surpassing OpenAI's GPT-5 Pro in Humanity's Last Exam, with an accuracy of 41% compared to OpenAI's 31.64%, and topped the LMArena leaderboard. This reportedly led to OpenAI declaring an internal "code red" in December to catch up to Gemini 3, and hastened the release of a new model named GPT-5.2, which was released on December 11. On December 4, 2025, Google announced that 3 Deep Think would start rolling out to Ultra subscribers. On December 17, 2025, Google announced the release of 3 Flash replacing the current version of 2.5 Flash. On January 12, 2026, Apple has officially partnered with Google to use Google's Gemini AI model as the foundation for the next generation of Apple Foundation models, which will power its upcoming version of Siri. On February 12, 2026, Google released a major update to Gemini 3 Deep Think, stating that it was updated to solve modern science, research and engineering challenges. On February 19th, 2026, Google Released Gemini 3.1 Pro The following table lists the main model versions of Gemini, describing the significant changes included with each version: Nano Banana Nano Banana (officially Gemini 2.5 Flash Image) and Nano Banana Pro (officially Gemini 3 Pro Image) are image generation and editing models. "Nano Banana" was the codename used for the model while it was undergoing secret public testing on Arena. It first appeared publicly as an anonymous model on the crowd-sourced AI evaluation platform Arena on August 12, 2025. It was released publicly on August 26, 2025 through the Gemini app and related Google AI services. The nickname "Nano Banana" originated from nicknames given to Naina Raisinghani, Product Manager at Google DeepMind. Google later confirmed its identity as Gemini 2.5 Flash Image in an official announcement upon public release. On November 20, 2025, DeepMind released Nano Banana Pro (Gemini 3 Pro Image) with improved text rendering and world knowledge. Upon release, Nano Banana became a viral Internet sensation on social media, particularly for its photorealistic "3D figurine" images. Following its release, Nano Banana was made available in the Gemini app, Google AI Studio, and through Vertex AI. According to Google, it helped attract over 10 million new users to the Gemini app and facilitated more than 200 million image edits within weeks of launch. The model lets users change hairstyles, backdrops, and mix photos with natural language cues. Subject consistency allows the same person or item to be recognized across revisions of an image. Multi-image fusion joins photographs into one seamless output, and world knowledge allows context-aware changes. It also provides SynthID watermarking, which is an invisible digital signature in outputs to identify AI-generated information. Multi-image fusion joins photographs into one seamless output, and world knowledge allows context-aware changes. People started to connect Nano Banana with a viral craze in which people turned their selfies into 3D figurines that looked like toys. The event circulated quickly on sites like Instagram and X (previously Twitter). By adding the model to X, users could tag Nano Banana directly in posts to make photos from prompts, which made it even more popular. A September 2025 review in TechRadar reported that Nano Banana was more realistic and consistent across multiple prompts than ChatGPT's image generation. A review in Tom's Guide praised its ability to handle creative and lively image edits. Another review in PC Gamer mentioned that the model did not have some basic editing tools like cropping, and that the product sometimes did not apply changes, but reverted back to the original image instead. Nano Banana showed good performance in architectural visualization, for producing imagery at the correct scale even with complex geometry. Technical specifications As Gemini is multimodal, each context window can contain multiple forms of input. The different modes can be interleaved and do not have to be presented in a fixed order, allowing for a multimodal conversation. For example, the user might open the conversation with a mix of text, picture, video, and audio, presented in any order, and Gemini might reply with the same free ordering. Input images may be of different resolutions, while video is inputted as a sequence of images. Audio is sampled at 16 kHz and then converted into a sequence of tokens by the Universal Speech Model. Gemini's dataset is multimodal and multilingual, consisting of "web documents, books, and code, and includ[ing] image, audio, and video data". Gemini and Gemma models are decoder-only transformers, with modifications to allow efficient training and inference on TPUs. The 1.0 generation uses multi-query attention. No whitepapers were published for Gemini 2.0, 2.5, and 3. Reception Gemini's launch was preceded by months of intense speculation and anticipation, which MIT Technology Review described as "peak AI hype". In August 2023, Dylan Patel and Daniel Nishball of research firm SemiAnalysis penned a blog post declaring that the release of Gemini would "eat the world" and outclass GPT-4, prompting OpenAI CEO Sam Altman to ridicule the duo on X (formerly Twitter). Business magnate Elon Musk, who co-founded OpenAI, weighed in, asking, "Are the numbers wrong?" Hugh Langley of Business Insider remarked that Gemini would be a make-or-break moment for Google, writing: "If Gemini dazzles, it will help Google change the narrative that it was blindsided by Microsoft and OpenAI. If it disappoints, it will embolden critics who say Google has fallen behind." Reacting to its unveiling in December 2023, University of Washington professor emeritus Oren Etzioni predicted a "tit-for-tat arms race" between Google and OpenAI. Professor Alexei Efros of the University of California, Berkeley praised the potential of Gemini's multimodal approach, while scientist Melanie Mitchell of the Santa Fe Institute called Gemini "very sophisticated". Professor Chirag Shah of the University of Washington was less impressed, likening Gemini's launch to the routineness of Apple's annual introduction of a new iPhone. Similarly, Stanford University's Percy Liang, the University of Washington's Emily Bender, and the University of Galway's Michael Madden cautioned that it was difficult to interpret benchmark scores without insight into the training data used. Writing for Fast Company, Mark Sullivan opined that Google had the opportunity to challenge the iPhone's dominant market share, believing that Apple was unlikely to have the capacity to develop functionality similar to Gemini with its Siri virtual assistant. Google shares spiked by 5.3 percent the day after Gemini's launch. Google faced criticism for a demonstrative video of Gemini, which was not conducted in real time. Gemini 2.5 Pro Experimental debuted at the top position on the LMArena leaderboard, a benchmark measuring human preference, indicating strong performance and output quality. The model achieved state-of-the-art or highly competitive results across various benchmarks evaluating reasoning, knowledge, science, math, coding, and long-context performance, such as Humanity's Last Exam, GPQA, AIME 2025, SWE-bench and MRCR. Initial reviews highlighted its improved reasoning capabilities and performance gains compared to previous versions. Published benchmarks also showed areas where contemporary models from competitors like Anthropic, xAI, or OpenAI held advantages. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#Filmography] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#Mojang_Studios] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Category:Natural_language_processing_stubs] | [TOKENS: 52] |
Category:Natural language processing stubs Subcategories This category has only the following subcategory. Pages in category "Natural language processing stubs" The following 77 pages are in this category, out of 77 total. This list may not reflect recent changes. |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#cite_note-1] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Chief_creative_officer] | [TOKENS: 232] |
Contents Chief creative officer The title Chief Creative Officer (CCO) typically describes the highest-ranking position of a creative team within a media company. Depending on the type of company, this position may be responsible for the overall look and feel of marketing, media, and branding associated with the organization. The CCO may also be charged with managing, developing, and leading one or multiple teams of creative directors, art directors, designers, and copywriters. They may also have charge over long-term planning related to intellectual property owned by the company, as in the case of Marvel Comics/Marvel Studios, DC Comics/DC Studios, or the WWE. Overall description The CCO directs a company's creative strategy and output that drives and defines a company's brand. A CCO is often heavily involved in development cycles for consumer-facing media products, such as films, TV, or videogames. The CCO helps to craft creative decision-making and work processes to optimize for quality and consumer satisfaction. They may also serve as the primary internal champion for the needs of both creative teams and the products themselves, as opposed to other competing business interests. Notable chief creative officers References |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#cite_note-4] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Jens_Bergensten&printable=yes] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Jens_Bergensten&action=edit] | [TOKENS: 55] |
View source for Jens Bergensten You do not have permission to edit this page, for the following reason: Why is the page protected? What can I do? Submit an edit request Pages transcluded onto the current version of this page (help): Return to Jens Bergensten. |
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Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/File:Jeb_at_PAX_Prime_2012_(cropped).jpg] | [TOKENS: 103] |
File:Jeb at PAX Prime 2012 (cropped).jpg Summary Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 5 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/Jens_Bergensten#cite_note-13] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Jens_Bergensten&oldid=1338424556] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_%22Notch%22_Persson] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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Jens Bergensten: Revision history For any version listed below, click on its date to view it. For more help, see Help:Page history and Help:Edit summary. (cur) = difference from current version, (prev) = difference from preceding version, m = minor edit, → = section edit, ← = automatic edit summary |
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[SOURCE: https://en.wikipedia.org/wiki/Java_(programming_language)] | [TOKENS: 4548] |
Contents Java (programming language) Java is a high-level, general-purpose, memory-safe, object-oriented programming language. It is intended to let programmers write once, run anywhere (WORA), meaning that compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax of Java is similar to C and C++, but has fewer low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as reflection and runtime code modification) that are typically not available in traditional compiled languages. Java gained popularity shortly after its release, and has been a popular programming language since then. Java was the third most popular programming language in 2022[update] according to GitHub. Although still widely popular, there has been a gradual decline in use of Java in recent years with other languages using JVM gaining popularity. Java was designed by James Gosling at Sun Microsystems. It was released in May 1995 as a core component of Sun's Java platform. The original and reference implementation Java compilers, virtual machines, and class libraries were released by Sun under proprietary licenses. As of May 2007, in compliance with the specifications of the Java Community Process, Sun had relicensed most of its Java technologies under the GPL-2.0-only license. Oracle, which bought Sun in 2010, offers its own HotSpot Java virtual machine. However, the official reference implementation is the OpenJDK JVM, which is open-source software used by most developers and is the default JVM for almost all Linux distributions. Java 25 is the version current as of September 2025[update]. Java 8, 11, 17, 21, and 25 are long-term support versions still under maintenance. History James Gosling, Mike Sheridan, and Patrick Naughton initiated the Java language project in June 1991. Java was originally designed for interactive television, but it was too advanced for the digital cable television industry at the time. The language was initially called Oak after an oak tree that stood outside Gosling's office. Later the project went by the name Green and was finally renamed Java, from Java coffee, a type of coffee from Indonesia. Gosling designed Java with a C/C++-style syntax that system and application programmers would find familiar. Sun Microsystems released the first public implementation as Java 1.0 in 1996. It promised write once, run anywhere (WORA) functionality, providing no-cost run-times on popular platforms. Fairly secure and featuring configurable security, it allowed network- and file-access restrictions. Major web browsers soon incorporated the ability to run Java applets within web pages, and Java quickly became popular. The Java 1.0 compiler was re-written in Java by Arthur van Hoff to comply strictly with the Java 1.0 language specification. With the advent of Java 2 (released initially as J2SE 1.2 in December 1998 – 1999), new versions had multiple configurations built for different types of platforms. J2EE included technologies and APIs for enterprise applications typically run in server environments, while J2ME featured APIs optimized for mobile applications. The desktop version was renamed J2SE. In 2006, for marketing purposes, Sun renamed new J2 versions as Java EE, Java ME, and Java SE, respectively. In 1997, Sun Microsystems approached the ISO/IEC JTC 1 standards body and later the Ecma International to formalize Java, but it soon withdrew from the process. Java remains a de facto standard, controlled through the Java Community Process. At one time, Sun made most of its Java implementations available without charge, despite their proprietary software status. Sun generated revenue from Java through the selling of licenses for specialized products such as the Java Enterprise System. On November 13, 2006, Sun released much of its Java virtual machine (JVM) as free and open-source software (FOSS), under the terms of the GPL-2.0-only license. On May 8, 2007, Sun finished the process, making all of its JVM's core code available under free software/open-source distribution terms, aside from a small portion of code to which Sun did not hold the copyright. Sun's vice-president Rich Green said that Sun's ideal role with regard to Java was as an evangelist. Following Oracle Corporation's acquisition of Sun Microsystems in 2009–10, Oracle has described itself as the steward of Java technology with a relentless commitment to fostering a community of participation and transparency. This did not prevent Oracle from filing a lawsuit against Google shortly after that for using Java inside the Android SDK (see the Android section). On April 2, 2010, James Gosling resigned from Oracle. In January 2016, Oracle announced that Java run-time environments based on JDK 9 will discontinue the browser plugin. Java software runs on most devices from laptops to data centers, game consoles to scientific supercomputers. Oracle (and others) highly recommend uninstalling outdated and unsupported versions of Java, due to unresolved security issues in older versions. There were five primary goals in creating the Java language: As of September 2025[update], Java 8, 11, 17, 21, and 25 are supported as long-term support (LTS) versions. Oracle released the last zero-cost public update for the legacy version Java 8 LTS in January 2019 for commercial use, although it will otherwise still support Java 8 with public updates for personal use indefinitely. Other vendors such as Adoptium continue to offer free builds of OpenJDK's long-term support (LTS) versions. These builds may include additional security patches and bug fixes. Major release versions of Java, along with their release dates: Editions Sun has defined and supports four editions of Java targeting different application environments and segmented many of its APIs so that they belong to one of the platforms. The platforms are: The classes in the Java APIs are organized into separate groups called packages. Each package contains a set of related interfaces, classes, subpackages and exceptions. Sun also provided an edition called Personal Java that has been superseded by later, standards-based Java ME configuration-profile pairings. Execution system One design goal of Java is portability, which means that programs written for the Java platform must run similarly on any combination of hardware and operating system with adequate run time support. This is achieved by compiling the Java language code to an intermediate representation called Java bytecode, instead of directly to architecture-specific machine code. Java bytecode instructions are analogous to machine code, but they are intended to be executed by a virtual machine (VM) written specifically for the host hardware. End-users commonly use a Java Runtime Environment (JRE) installed on their device for standalone Java applications or a web browser for Java applets. Standard libraries provide a generic way to access host-specific features such as graphics, threading, and networking. The use of universal bytecode makes porting simple. However, the overhead of interpreting bytecode into machine instructions made interpreted programs almost always run more slowly than native executables. Just-in-time (JIT) compilers that compile byte-codes to machine code during runtime were introduced from an early stage. Java's Hotspot compiler is actually two compilers in one, with GraalVM (included in e.g. Java 11, but removed as of Java 16) allowing tiered compilation. Java itself is platform-independent and is adapted to the particular platform it is to run on by a Java virtual machine (JVM), which translates the Java bytecode into the platform's machine language. Programs written in Java have a reputation for being slower and requiring more memory than those written in C++. However, Java programs' execution speed improved significantly with the introduction of just-in-time compilation in 1997/1998 for Java 1.1, the addition of language features supporting better code analysis (such as inner classes, the StringBuilder class, optional assertions, etc.), and optimizations in the Java virtual machine, such as HotSpot becoming Sun's default JVM in 2000. With Java 1.5, the performance was improved with the addition of the java.util.concurrent package, including lock-free implementations of the ConcurrentMaps and other multi-core collections, and it was improved further with Java 1.6. Some platforms offer direct hardware support for Java; there are micro controllers that can run Java bytecode in hardware instead of a software Java virtual machine, and some ARM-based processors could have hardware support for executing Java bytecode through their Jazelle option, though support has mostly been dropped in current implementations of ARM. Java uses an automatic garbage collector to manage memory in the object lifecycle. The programmer determines when objects are created, and the Java runtime is responsible for recovering the memory once objects are no longer in use. Once no references to an object remain, the unreachable memory becomes eligible to be freed automatically by the garbage collector. Something similar to a memory leak may still occur if a programmer's code holds a reference to an object that is no longer needed, typically when objects that are no longer needed are stored in containers that are still in use. If methods for a non-existent object are called, a null pointer exception is thrown. One of the ideas behind Java's automatic memory management model is that programmers can be spared the burden of having to perform manual memory management. In some languages, memory for the creation of objects is implicitly allocated on the stack or explicitly allocated and deallocated from the heap. In the latter case, the responsibility of managing memory resides with the programmer. If the program does not deallocate an object, a memory leak occurs. If the program attempts to access or deallocate memory that has already been deallocated, the result is undefined and difficult to predict, and the program is likely to become unstable or crash. This can be partially remedied by the use of smart pointers, but these add overhead and complexity. Garbage collection does not prevent logical memory leaks, i.e. those where the memory is still referenced but never used. Garbage collection may happen at any time. Ideally, it will occur when a program is idle. It is guaranteed to be triggered if there is insufficient free memory on the heap to allocate a new object; this can cause a program to stall momentarily. Explicit memory management is not possible in Java, however it is possible to make the JVM do garbage collection manually. Java does not support C/C++ style pointer arithmetic, where object addresses can be arithmetically manipulated (e.g. by adding or subtracting an offset). This allows the garbage collector to relocate referenced objects and ensures type safety and security. As in C++ and some other object-oriented languages, variables of Java's primitive data types are either stored directly in fields (for objects) or on the stack (for methods) rather than on the heap, as is commonly true for non-primitive data types (but see escape analysis). This was a conscious decision by Java's designers for performance reasons. Java contains multiple types of garbage collectors. Since Java 9, HotSpot uses the Garbage First Garbage Collector (G1GC) as the default. However, there are also several other garbage collectors that can be used to manage the heap, such as the Z Garbage Collector (ZGC) introduced in Java 11, and Shenandoah GC, introduced in Java 12 but unavailable in Oracle-produced OpenJDK builds. Shenandoah is instead available in third-party builds of OpenJDK, such as Eclipse Temurin. For most applications in Java, G1GC is sufficient. In prior versions of Java, such as Java 8, the Parallel Garbage Collector was used as the default garbage collector.[citation needed] Having solved the memory management problem does not relieve the programmer of the burden of handling properly other kinds of resources, like network or database connections, file handles, etc., especially in the presence of exceptions.[citation needed] Syntax The syntax of Java is largely influenced by C++ and C. Unlike C++, which combines the syntax for structured, generic, and object-oriented programming, Java was built almost exclusively as an object-oriented language. All code is written inside classes, and every data item is an object, with the exception of the primitive data types, (i.e. integers, floating-point numbers, boolean values, and characters), which are not objects for performance reasons. Unlike C++, Java does not support operator overloading or multiple inheritance for classes, though multiple inheritance is supported for interfaces. Java uses comments similar to those of C++. There are three different styles of comments: a single line style marked with two slashes (//), a multiple line style opened with /* and closed with */, and the Javadoc commenting style opened with /** and closed with */. The Javadoc style of commenting allows the user to run the Javadoc executable to create documentation for the program and can be read by some integrated development environments (IDEs) such as Eclipse to allow developers to access documentation within the IDE. The following is an example of a "Hello, World!" program in the traditional Java syntax: Java 25 introduced a simplified syntax for the main class and main method, which enables users to write small Java programs succinctly: Special classes Java applets were programs embedded in other applications, mainly in web pages displayed in web browsers. The Java applet API was deprecated with the release of Java 9 in 2017. Java servlet technology provides Web developers with a simple, consistent mechanism for extending the functionality of a Web server and for accessing existing business systems. Servlets are server-side Java EE components that generate responses to requests from clients. Most of the time, this means generating HTML pages in response to HTTP requests, although there are a number of other standard servlet classes available, for example for WebSocket communication. The Java servlet API has to some extent been superseded (but still used under the hood) by two standard Java technologies for web services: Typical implementations of these APIs on Application Servers or Servlet Containers use a standard servlet for handling all interactions with the HTTP requests and responses that delegate to the web service methods for the actual business logic. JavaServer Pages (JSP) are server-side Java EE components that generate responses, typically HTML pages, to HTTP requests from clients. JSPs embed Java code in an HTML page by using the special delimiters <% and %>. A JSP is compiled to a Java servlet, a Java application in its own right, the first time it is accessed. After that, the generated servlet creates the response. Swing is a graphical user interface library for the Java SE platform. It is possible to specify a different look and feel through the pluggable look and feel system of Swing. Clones of Windows, GTK+, and Motif are supplied by Sun. Apple also provides an Aqua look and feel for macOS. Where prior implementations of these looks and feels may have been considered lacking, Swing in Java SE 6 addresses this problem by using more native GUI widget drawing routines of the underlying platforms. JavaFX is a software platform for creating and delivering desktop applications, as well as rich web applications that can run across a wide variety of devices. JavaFX is intended to replace Swing as the standard graphical user interface (GUI) library for Java SE, but since JDK 11 JavaFX has not been in the core JDK and instead in a separate module. JavaFX has support for desktop computers and web browsers on Microsoft Windows, Linux, and macOS. JavaFX does not have support for native OS look and feels. In 2004, generics were added to the Java language, as part of J2SE 5.0. Prior to the introduction of generics, each variable declaration had to be of a specific type. For container classes, for example, this is a problem because there is no easy way to create a container that accepts only specific types of objects. Either the container operates on all subtypes of a class or interface, usually Object, or a different container class has to be created for each contained class. Generics allow compile-time type checking without having to create many container classes, each containing almost identical code. In addition to enabling more efficient code, certain runtime exceptions are prevented from occurring, by issuing compile-time errors. If Java prevented all runtime type errors (ClassCastExceptions) from occurring, it would be type safe. In 2016, the type system of Java was proven unsound in that it is possible to use generics to construct classes and methods that allow assignment of an instance of one class to a variable of another unrelated class. Such code is accepted by the compiler, but fails at run time with a class cast exception. Criticism Criticisms directed at Java include the implementation of generics, speed, the handling of unsigned numbers, the implementation of floating-point arithmetic, and a history of security vulnerabilities in the primary Java VM implementation HotSpot. Developers have criticized the complexity and verbosity of the Java Persistence API (JPA), a standard part of Java EE. This has led to increased adoption of higher-level abstractions like Spring Data JPA, which aims to simplify database operations and reduce boilerplate code. The growing popularity of such frameworks suggests limitations in the standard JPA implementation's ease-of-use for modern Java development. Class libraries The Java Class Library is the standard library, developed to support application development in Java. It is controlled by Oracle in cooperation with others through the Java Community Process program. Companies or individuals participating in this process can influence the design and development of the APIs. This process has been a subject of controversy during the 2010s. The class library contains features such as: Documentation Javadoc is a comprehensive documentation system, created by Sun Microsystems. It provides developers with an organized system for documenting their code. Javadoc comments have an extra asterisk at the beginning, i.e. the delimiters are /** and */, whereas the normal multi-line comments in Java are delimited by /* and */, and single-line comments start with //. Implementations Oracle Corporation owns the official implementation of the Java SE platform, due to its acquisition of Sun Microsystems on January 27, 2010. This implementation is based on the original implementation of Java by Sun. The Oracle implementation is available for Windows, macOS, Linux, and Solaris. Because Java lacks any formal standardization recognized by Ecma International, ISO/IEC, ANSI, or other third-party standards organizations, the Oracle implementation is the de facto standard. The Oracle implementation is packaged into two different distributions: The Java Runtime Environment (JRE) which contains the parts of the Java SE platform required to run Java programs and is intended for end users, and the Java Development Kit (JDK), which is intended for software developers and includes development tools such as the Java compiler, Javadoc, Jar, and a debugger. Oracle has also released GraalVM, a high performance Java dynamic compiler and interpreter. OpenJDK is another Java SE implementation that is licensed under the GNU GPL. The implementation started when Sun began releasing the Java source code under the GPL. As of Java SE 7, OpenJDK is the official Java reference implementation. The goal of Java is to make all implementations of Java compatible. Historically, Sun's trademark license for usage of the Java brand insists that all implementations be compatible. This resulted in a legal dispute with Microsoft after Sun claimed that the Microsoft implementation did not support Java remote method invocation (RMI) or Java Native Interface (JNI) and had added platform-specific features of their own. Sun sued in 1997, and, in 2001, won a settlement of US$20 million, as well as a court order enforcing the terms of the license from Sun. As a result, Microsoft no longer ships Java with Windows. Platform-independent Java is essential to Java EE, and an even more rigorous validation is required to certify an implementation. This environment enables portable server-side applications. Use outside the Java platform The Java programming language requires the presence of a software platform in order for compiled programs to be executed. Oracle supplies the Java platform for use with Java. The Android SDK is an alternative software platform, used primarily for developing Android applications with its own GUI system. The Java language is a key pillar in Android, an open source mobile operating system. Although Android, built on the Linux kernel, is written largely in C, the Android SDK uses the Java language as the basis for Android applications but does not use any of its standard GUI, SE, ME or other established Java standards. The bytecode language supported by the Android SDK is incompatible with Java bytecode and runs on its own virtual machine, optimized for low-memory devices such as smartphones and tablet computers. Depending on the Android version, the bytecode is either interpreted by the Dalvik virtual machine or compiled into native code by the Android Runtime. Android does not provide the full Java SE standard library, although the Android SDK does include an independent implementation of a large subset of it. It supports Java 6 and some Java 7 features, offering an implementation compatible with the standard library (Apache Harmony). The use of Java-related technology in Android led to a legal dispute between Oracle and Google. On May 7, 2012, a San Francisco jury found that if APIs could be copyrighted, then Google had infringed Oracle's copyrights by the use of Java in Android devices. District Judge William Alsup ruled on May 31, 2012, that APIs cannot be copyrighted, but this was reversed by the United States Court of Appeals for the Federal Circuit in May 2014. On May 26, 2016, the district court decided in favor of Google, ruling the copyright infringement of the Java API in Android constitutes fair use. In March 2018, this ruling was overturned by the Appeals Court, which sent down the case of determining the damages to federal court in San Francisco. Google filed a petition for writ of certiorari with the Supreme Court of the United States in January 2019 to challenge the two rulings that were made by the Appeals Court in Oracle's favor. On April 5, 2021, the Court ruled 6–2 in Google's favor, that its use of Java APIs should be considered fair use. However, the court refused to rule on the copyrightability of APIs, choosing instead to determine their ruling by considering Java's API copyrightable "purely for argument's sake." See also References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#cite_note-14] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Help:Maintenance_template_removal] | [TOKENS: 5232] |
Contents Help:Maintenance template removal Many Wikipedia pages display maintenance templates that identify problems. You may have arrived at this help page after clicking a link on a maintenance template saying "Learn how and when to remove this message". Maintenance templates are added and removed by volunteers. This help page explains the process for examining and removing such templates. Overview Maintenance templates (or "tags") are not removed automatically. Even if you fix the issue(s) described in a maintenance template, the tag will remain in the article until you or someone else manually removes it. The mechanics of removal are usually as simple as clicking "Edit" at the top of the page or in the section you fixed, removing the code that produces the display of the template, leaving an edit summary, and saving the page. It is not okay to remove maintenance templates until the issue flagged by the template is remedied first—that is, until the maintenance tag is no longer valid—unless it truly did not belong in the first place. Maintenance templates are not to be used to express your personal opinion. Wikipedia works because of the efforts of volunteers just like you, making bold edits to help build this encyclopedia. Fixing problems and then removing maintenance templates when you are done is important in that effort. Addressing the flagged problem We don't know which maintenance tag brought you to this page, and thus what specific problem needs attention. However, every maintenance template contains links to help pages, policies, guidelines, or other relevant pages that provide information on the problem the template was placed to flag. You will also find guidance on some of the more common templates below. Many common templates address problems with article citations and references, or the lack thereof — this is because reliable sourcing is the lifeblood of Wikipedia articles and at the core of all of Wikipedia's content policies and guidelines, such as notability, verifiability, neutral point of view, and no original research. But a host of other issues may also be flagged with maintenance templates, including tone and style of writing, structure and formatting, lack of links to or from other articles, compliance with Wikipedia's manual of style, and absence or content of a lead section. Please make sure the issue has been resolved before removing the template. That does require some effort on your part—to understand both the problem and how to solve it. If the issue flagged by the maintenance template is that the article contains no references, a citation needed template used might be {{Unreferenced}} – typically placed by the code you would see when wikitext (source) editing: {{Unreferenced|date=February 2026}}. It is important to understand that what you see when reading an article, and what you see when editing it, are different unless you're in Visual editing mode. Thus, the above code, only seen when doing source editing, results in the display of the 'called' template below: This template contains several links, indicated by the words and phrases in blue. Three of these links are to pages that, when explored, provide context and resources for you to understand why the template was placed on the page, and how to address the issue of the article being unreferenced: Whatever maintenance tag brought you to this help page should likewise contain relevant explanatory links addressed to whatever its issue is. Read these explanatory and contextual pages to learn about the problem and what it is you need to do to take care of it. Again, some of the more common maintenance templates seen are addressed in the specific template guidance section below. When to remove Maintenance templates are not meant to be in articles permanently. Any user without a conflict of interest may remove a maintenance template in any of the following circumstances: When not to remove You should not remove maintenance templates if any of the following apply: Removal Have you carefully read the help pages and thoroughly fixed the problem? Or have you made a considered decision that the template is no longer applicable or never was? Great! Now, to remove the maintenance template: That's it. Thank you! Changing a template Problems flagged by some templates may imply secondary problems that will still exist after you take care of the main issue. In such cases, it may be more appropriate to switch the template to another applicable one following your edits, rather than just removing it. The reasoning behind the change in templates should be addressed in the edit summary. A case in point is the {{Unreferenced}} template example used above. It is placed on pages with no references. Thus, adding just one suitable reference renders that maintenance template inapplicable. However, that change does not take care of the overarching issue of poor sourcing. In this example, a change to a different template may be appropriate, depending on the type, quality, depth, and manner of sourcing added to fix the issue, such as {{refimprove}}, {{No footnotes}}, {{Primary sources}}, or one of the many others listed at Wikipedia:Template messages/Sources of articles. Conversely, some templates flag highly discrete issues where there is no need to consider a switch to another template. For example, if an article is "orphaned" – no other articles in the main article namespace link to it – then once that is taken care of (by the addition of links to it from other articles), the issue is gone entirely and the tag's removal is unambiguous. When a flagged issue has been addressed in parts of an article but remains in discrete sections, clarity may be served by replacing the template with a section variant, or by use of inline cleanup tags, if such versions of the template exist. In some cases, it may be helpful to request a review of a maintenance template's removal or proposed removal with the editor who initially added it to the article at issue. Specific template guidance This section guides you on how to address some of the more common specific templates that may have brought you to this help page. More detailed information about the templates can be found by following the links to the templates themselves. Click "show" on the right to display the instructions. Some articles will be flagged for multiple discrete problems using a single template: {{Multiple issues}}. If you take care of one or more problems that it flags but not all, do not remove the template entirely but just those parameters in it that you have fixed. The example below shows three different issues flagged by this template: If you address the "orphaning" issue, but not the other two, remove just the line that flagged the orphan issue and leave the others intact. Thus, your removal would leave the template in this state. See the sections below for how to address some of the more common problems flagged by templates that may be wrapped into this template. All of Wikipedia's core content policies and guidelines have as a common denominator the need for reliable sourcing. For example, the content of Wikipedia articles must be verifiable in reliable sources; the notability of a topic demonstrated through such reliable sources that are secondary in nature, which are independent of the topic and treat the subject in substantive detail (not just "mere mentions"); and to establish that the content is not original research, the sources cited must directly support the material being presented without analysis or synthesis to reach or imply a conclusion that is not stated in the sources. {{Unreferenced}}, typically placed by the code {{Unreferenced|date=February 2026}}, having redirects such as {{Unsourced}}, {{Unverified}}, {{No references}}, {{No sources}}, and {{Unref}}, and displaying when reading as: flags the issue of an article containing no references at all. This template no longer applies once a single reference appears in the article, whether placed through the preferred method of inline citations, ones appearing in a general references section, or even through such a poor method as including an embedded raw link. To address the issue, add citations to reliable sources. Because of their importance, Wikipedia contains numerous instruction pages on aspects of referencing. We suggest starting with Help:Referencing for beginners and Help:Introduction to referencing/1, and then seeing Wikipedia:Citing sources for a more involved treatment, noting that each contains see also sections linking to additional help pages, guides, and tutorials. A visual guide to placing inline citations through <ref> ... </ref> tags may also help, and appears below. In brief, anywhere you want a footnote to appear in a piece of text, you place an opening <ref> tag followed by the text of the citation which you want to appear at the bottom of the article, and close with a </ref> tag. Note the closing slash ("/"). For multiple use of a single reference, the opening ref tag is given a name, like so: <ref name="name"> followed by the citation text and a closing </ref> tag. Each time you want to use that footnote again, you simply use the first element with a slash, like so: <ref name="name" />. For these references to appear, you must tell the software where to display them, using either the code <references/> or, most commonly, the template, {{Reflist}} which can be modified to display the references in columns using {{Reflist|colwidth=30em}}. Per our style guidelines, the references should be displayed in a separate section denominated "References" located after the body of the article. Multiple<ref name="multiple">Citation text3.</ref>citation<ref name="multiple" /> use.<ref name="multiple" /> == References == {{Reflist}} Multiple citation use. References_________________ {{Citation}} • {{Cite web}} • {{Cite book}} • {{Cite news}} • {{Cite journal}} • Others • Examples As noted higher on this page, unless you thoroughly source a page in response to this template, it may more appropriate to switch this template with a more specific one rather than simply removing it. Depending on the type, quality, depth, and manner of sourcing added to fix the issue, you might replace it with {{refimprove}}, {{No footnotes}}, {{Primary sources}} or a host of others listed at Wikipedia:Template messages/Sources of articles. All of Wikipedia's core content policies and guidelines have as a common denominator the need for reliable sourcing. For example, the content of Wikipedia articles must be verifiable in reliable sources; the notability of a topic demonstrated through such reliable sources that are secondary in nature, which are independent of the topic and treat the subject in substantive detail (not just "mere mentions"); and to establish that the content is not original research, the sources cited must directly support the material being presented without analysis or synthesis to reach or imply a conclusion that is not stated in the sources. {{Refimprove}}, typically placed by the code {{Refimprove|date=February 2026}}, having redirects such as {{Improve references}}, {{Verify}}, {{More sources}} and {{Citations needed}}, and displaying when reading as: flags the issue of an article that has some, but insufficient inline citations to support the material currently in the article. It should not be used for articles with no sources at all ({{unreferenced}} should be used instead), nor for articles without inline citations but which contain some sources ({{No footnotes}} should be used instead), nor for an article on living persons ({{BLP sources}} should be used instead). This template no longer applies once an article has been made fairly well-sourced. To address the issue, add additional inline citations to reliable sources for all significant statements in the article. Whether or not an article has been rendered "fairly well sourced" may involve a judgment call, but in any event, the sources used must be reliable ones, and articles should not rely predominantly on primary sources, but rather on secondary sources. Note the minimum: all quotations, material whose verifiability has been challenged or is likely to be challenged, and contentious material, whether negative, positive, or neutral, about living persons, must include an inline citation that directly supports the material. All of Wikipedia's core content policies and guidelines have a common denominator: the need for reliable sourcing. For example, the content of Wikipedia articles must be verifiable in reliable sources; the notability of a topic demonstrated through such reliable sources that are secondary in nature, which are independent of the topic and treat the subject in substantive detail (not just "mere mentions"); and to establish that the content is not original research, the sources cited must directly support the material being presented without analysis or synthesis to reach or imply a conclusion that is not stated in the sources. {{No footnotes}}, typically placed by the code {{No footnotes|date=February 2026}}, and having redirects such as {{Citations}}, {{No citations}}, {{Inline citations}} and {{No inline citations}}, and displaying when reading as: flags the issue of an article that contains some form of sourcing but lacks the precision of inline citations to associate given portions of material with a specific reliable source(s) that support that material. Inline citations make verifiability accessible. In short, in the absence of an inline citation that associates specific material to a specific source, it becomes very difficult for a reader to check what sources, given in only some general manner, verify what items of content. To address the issue, add inline citations to reliable sources, ideally for all significant statements in the article. Note that at a minimum: all quotations, material whose verifiability has been challenged or is likely to be challenged, and contentious material, whether negative, positive, or neutral, about living persons, must include an inline citation that directly supports the material. There are many instruction pages that directly and indirectly give guidance on adding inline citations. We suggest starting with Help:Referencing for beginners and Help:Introduction to referencing/1, and then seeing Wikipedia:Citing sources for a more involved treatment, noting that each contains see also sections linking to additional help pages, guides, and tutorials. A visual guide to placing inline citations through <ref> ... </ref> tags may also help, and appears below. In brief, anywhere you want a footnote to appear in a piece of text, you place an opening <ref> tag followed by the text of the citation which you want to appear at the bottom of the article, and close with a </ref> tag. Note the closing slash ("/"). For multiple use of a single reference, the opening ref tag is given a name, like so: <ref name="name"> followed by the citation text and a closing </ref> tag. Each time you want to use that footnote again, you simply use the first element with a slash, like so: <ref name="name" />. For these references to appear, you must tell the software where to display them, using either the code <references/> or, most commonly, the template, {{Reflist}} which can be modified to display the references in columns using {{Reflist|colwidth=30em}}. Per our style guidelines, the references should be displayed in a separate section denominated "References" located after the body of the article. Multiple<ref name="multiple">Citation text3.</ref>citation<ref name="multiple" /> use.<ref name="multiple" /> == References == {{Reflist}} Multiple citation use. References_________________ {{Citation}} • {{Cite web}} • {{Cite book}} • {{Cite news}} • {{Cite journal}} • Others • Examples {{Primary sources}}, typically placed by the code {{Primary sources|date=February 2026}}, having among other redirects {{Primary}}, and displaying when reading as: flags the issue of an article that too heavily relies on primary sources – original materials that are close to an event; often accounts written by people who are directly involved – as opposed to secondary, and to some extent, tertiary sources. Primary sources have their place but they must be used carefully and are easy to misuse. Typically, they should only be used for straightforward, descriptive statements of facts that can be verified by any educated person with access to the primary source but without further, specialized knowledge. They should not be used to support content that presents interpretation, analysis, evaluation, or synthesis, and should not be the predominant form of sourcing in an article. Moreover, primary sources are generally not useful to demonstrate a topic's notability. To address the issue, add citations predominantly to secondary sources. Often this involves replacing some of the primary sources with secondary sources, and not just adding them alongside existing ones—especially where the primary source is being used for an invalid purpose such as interpretive claims and synthesis. Finding secondary sources is a large topic but make use of Google Books, News, and Scholar; find local newspaper archives; go to a library; if you have access, use pay/subscription services like JSTOR, Newspaperarchive.com; Ancestry.com, etc.; see our guide on free English newspaper sources and others listed here; request access to pay/prescription sources at WP:RX. If insufficient reliable secondary and independent sources exist treating a topic in substantive detail, then Wikipedia should not have an article on the topic. Remember that no amount of editing can overcome a lack of notability. Wikipedia is an encyclopedia, a specific type of reference work properly containing articles on topics of knowledge. Wikipedia employs the concept of notability to avoid indiscriminate inclusion of topics by attempting to ensure that the subjects of articles are "worthy of notice" – by only including articles on topics that the world has taken note of by substantively treating them in reliable sources unconnected with the topic. The general notability standard thus presumes that topics are notable if they have "received significant coverage in reliable sources that are independent of the subject". {{Notability}}, typically placed by the code {{Notability|date=February 2026}}, having redirects such as {{Notable}}, {{Non-notable}}, {{Nn}} and {{Significance}}, and displaying when reading as: (or some variation linking to one of the subject-specific notability guidelines) questions whether a topic is notable. As stated in the template, addressing the issue requires adding citations to reliable secondary sources. There are several common mistakes seen in addressing this issue: If insufficient reliable secondary and independent sources exist treating a topic in substantive detail, then Wikipedia should not have an article on the topic. Remember that no amount of editing can overcome a lack of notability. {{Advert}}, typically placed by the code {{Advert|date=February 2026}}, and having redirects such as {{Advertisement}}, {{Advertising}}, {{Ad}} and {{Puff}}, and displaying when reading as: flags the issue of an article that reads like an advertisement. For example, such articles may tell users to buy a company's product, provide price lists, give links to online sellers, use unencyclopedic or meaningless buzzwords, be filled with peacock language and read like the website of the article's topic or a press release touting its virtues, rather than that of a neutrally-written encyclopedia article about the topic. Advertisements are by no means limited to commercial topics and indeed are often seen for all manner of others, such as "noble causes", religious/spiritual leaders, sports teams, gaming clans and so forth. If the article's main problem is not advertising per se, then you can change the tag to something more appropriate, such as {{COI}} or {{Peacock}} or {{POV check}}. Pages that are exclusively promotional and would need to be fundamentally rewritten to become encyclopedic may be tagged for speedy deletion under section G11 of the criteria using {{db-g11}} or {{db-spam}}. To address the issue, rewrite the article from a neutral point of view – which is not just about the wording and tone, but also what the article covers and what it does not cover. Wikipedia articles should represent fairly, proportionately, and, as far as possible, without editorial bias, all of the significant views that have been published by reliable sources on a topic. Removing all promotional language is a good start, but depending on what is left, may only be a surface treatment. See what you can salvage, but often editors strip out all but the most basic content, leaving it in a stub state. 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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#cite_note-15] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Computer_science] | [TOKENS: 4631] |
Contents Computer science Computer science is the study of computation, information, and automation. Included broadly in the sciences, computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design and implementation of hardware and software). An expert in the field is known as a computer scientist. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of repositories of data. Human–computer interaction investigates the interfaces through which humans and computers interact, and software engineering focuses on the design and principles behind developing software. Areas such as operating systems, networks and embedded systems investigate the principles and design behind complex systems. Computer architecture describes the construction of computer components and computer-operated equipment. Artificial intelligence and machine learning aim to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, planning and learning found in humans and animals. Within artificial intelligence, computer vision aims to understand and process image and video data, while natural language processing aims to understand and process textual and linguistic data. The fundamental concern of computer science is determining what can and cannot be automated. The Turing Award is generally recognized as the highest distinction in computer science. History The earliest foundations of what would become computer science predate the invention of the modern digital computer. Machines for calculating fixed numerical tasks such as the abacus have existed since antiquity, aiding in computations such as multiplication and division. Algorithms for performing computations have existed since antiquity, even before the development of sophisticated computing equipment. Wilhelm Schickard designed and constructed the first working mechanical calculator in 1623. In 1673, Gottfried Leibniz demonstrated a digital mechanical calculator, called the Stepped Reckoner.[failed verification] Leibniz may be considered the first computer scientist and information theorist, because of various reasons, including the fact that he documented the binary number system. In 1820, Thomas de Colmar launched the mechanical calculator industry[note 1] when he invented his simplified arithmometer, the first calculating machine strong enough and reliable enough to be used daily in an office environment. Charles Babbage started the design of the first automatic mechanical calculator, his Difference Engine, in 1822, which eventually gave him the idea of the first programmable mechanical calculator, his Analytical Engine. He started developing this machine in 1834, and "in less than two years, he had sketched out many of the salient features of the modern computer". "A crucial step was the adoption of a punched card system derived from the Jacquard loom" making it infinitely programmable.[note 2] In 1843, during the translation of a French article on the Analytical Engine, Ada Lovelace wrote, in one of the many notes she included, an algorithm to compute the Bernoulli numbers, which is considered to be the first published algorithm ever specifically tailored for implementation on a computer. Around 1885, Herman Hollerith invented the tabulator, which used punched cards to process statistical information; eventually his company became part of IBM. Following Babbage, although unaware of his earlier work, Percy Ludgate in 1909 published the 2nd of the only two designs for mechanical analytical engines in history. In 1914, the Spanish engineer Leonardo Torres Quevedo published his Essays on Automatics, and designed, inspired by Babbage, a theoretical electromechanical calculating machine which was to be controlled by a read-only program. The paper also introduced the idea of floating-point arithmetic. In 1920, to celebrate the 100th anniversary of the invention of the arithmometer, Torres presented in Paris the Electromechanical Arithmometer, a prototype that demonstrated the feasibility of an electromechanical analytical engine, on which commands could be typed and the results printed automatically. In 1937, one hundred years after Babbage's impossible dream, Howard Aiken convinced IBM, which was making all kinds of punched card equipment and was also in the calculator business to develop his giant programmable calculator, the ASCC/Harvard Mark I, based on Babbage's Analytical Engine, which itself used punched cards and a central processing unit. When the machine was finished, some hailed it as "Babbage's dream come true". During the 1940s, with the development of new and more powerful computing machines such as the Atanasoff–Berry computer and ENIAC, the term computer came to refer to the machines rather than their human predecessors. As it became clear that computers could be used for more than just mathematical calculations, the field of computer science broadened to study computation in general. In 1945, IBM founded the Watson Scientific Computing Laboratory at Columbia University in New York City. The renovated fraternity house on Manhattan's West Side was IBM's first laboratory devoted to pure science. The lab is the forerunner of IBM's Research Division, which today operates research facilities around the world. Ultimately, the close relationship between IBM and Columbia University was instrumental in the emergence of a new scientific discipline, with Columbia offering one of the first academic-credit courses in computer science in 1946. Computer science began to be established as a distinct academic discipline in the 1950s and early 1960s. The world's first computer science degree program, the Cambridge Diploma in Computer Science, began at the University of Cambridge Computer Laboratory in 1953. The first computer science department in the United States was formed at Purdue University in 1962. Since practical computers became available, many applications of computing have become distinct areas of study in their own rights. Etymology and scope Although first proposed in 1956, the term "computer science" appears in a 1959 article in Communications of the ACM, in which Louis Fein argues for the creation of a Graduate School in Computer Sciences analogous to the creation of Harvard Business School in 1921. Louis justifies the name by arguing that, like management science, the subject is applied and interdisciplinary in nature, while having the characteristics typical of an academic discipline. This effort, and those of others such as numerical analyst George Forsythe, were successful, and universities went on to create such departments, starting with Purdue in 1962. Despite its name, a significant amount of computer science does not involve the study of computers themselves. Because of this, several alternative names have been proposed. Certain departments of major universities prefer the term computing science, to emphasize precisely that difference. Danish scientist Peter Naur suggested the term datalogy, to reflect the fact that the scientific discipline revolves around data and data treatment, while not necessarily involving computers. The first scientific institution to use the term was the Department of Datalogy at the University of Copenhagen, founded in 1969, with Peter Naur being the first professor in datalogy. The term is used mainly in the Scandinavian countries. An alternative term, also proposed by Naur, is data science; this is now used for a multi-disciplinary field of data analysis, including statistics and databases. In the early days of computing, a number of terms for the practitioners of the field of computing were suggested (albeit facetiously) in the Communications of the ACM—turingineer, turologist, flow-charts-man, applied meta-mathematician, and applied epistemologist. Three months later in the same journal, comptologist was suggested, followed next year by hypologist. The term computics has also been suggested. In Europe, terms derived from contracted translations of the expression "automatic information" (e.g. "informazione automatica" in Italian) or "information and mathematics" are often used, e.g. informatique (French), Informatik (German), informatica (Italian, Dutch), informática (Spanish, Portuguese), informatika (Slavic languages and Hungarian) or pliroforiki (πληροφορική, which means informatics) in Greek. Similar words have also been adopted in the UK (as in the School of Informatics, University of Edinburgh). "In the U.S., however, informatics is linked with applied computing, or computing in the context of another domain." A folkloric quotation, often attributed to—but almost certainly not first formulated by—Edsger Dijkstra, states that "computer science is no more about computers than astronomy is about telescopes."[note 3] The design and deployment of computers and computer systems is generally considered the province of disciplines other than computer science. For example, the study of computer hardware is usually considered part of computer engineering, while the study of commercial computer systems and their deployment is often called information technology or information systems. However, there has been exchange of ideas between the various computer-related disciplines. Computer science research also often intersects other disciplines, such as cognitive science, linguistics, mathematics, physics, biology, Earth science, statistics, philosophy, and logic. Computer science is considered by some to have a much closer relationship with mathematics than many scientific disciplines, with some observers saying that computing is a mathematical science. Early computer science was strongly influenced by the work of mathematicians such as Kurt Gödel, Alan Turing, John von Neumann, Rózsa Péter, Stephen Kleene, and Alonzo Church and there continues to be a useful interchange of ideas between the two fields in areas such as mathematical logic, category theory, domain theory, and algebra. The relationship between computer science and software engineering is a contentious issue, which is further muddied by disputes over what the term "software engineering" means, and how computer science is defined. David Parnas, taking a cue from the relationship between other engineering and science disciplines, has claimed that the principal focus of computer science is studying the properties of computation in general, while the principal focus of software engineering is the design of specific computations to achieve practical goals, making the two separate but complementary disciplines. The academic, political, and funding aspects of computer science tend to depend on whether a department is formed with a mathematical emphasis or with an engineering emphasis. Computer science departments with a mathematics emphasis and with a numerical orientation consider alignment with computational science. Both types of departments tend to make efforts to bridge the field educationally if not across all research. Philosophy Despite the word science in its name, there is debate over whether or not computer science is a discipline of science, mathematics, or engineering. Allen Newell and Herbert A. Simon argued in 1975, Computer science is an empirical discipline. We would have called it an experimental science, but like astronomy, economics, and geology, some of its unique forms of observation and experience do not fit a narrow stereotype of the experimental method. Nonetheless, they are experiments. Each new machine that is built is an experiment. Actually constructing the machine poses a question to nature; and we listen for the answer by observing the machine in operation and analyzing it by all analytical and measurement means available. It has since been argued that computer science can be classified as an empirical science since it makes use of empirical testing to evaluate the correctness of programs, but a problem remains in defining the laws and theorems of computer science (if any exist) and defining the nature of experiments in computer science. Proponents of classifying computer science as an engineering discipline argue that the reliability of computational systems is investigated in the same way as bridges in civil engineering and airplanes in aerospace engineering. They also argue that while empirical sciences observe what presently exists, computer science observes what is possible to exist and while scientists discover laws from observation, no proper laws have been found in computer science and it is instead concerned with creating phenomena. Proponents of classifying computer science as a mathematical discipline argue that computer programs are physical realizations of mathematical entities and programs that can be deductively reasoned through mathematical formal methods. Computer scientists Edsger W. Dijkstra and Tony Hoare regard instructions for computer programs as mathematical sentences and interpret formal semantics for programming languages as mathematical axiomatic systems. A number of computer scientists have argued for the distinction of three separate paradigms in computer science. Peter Wegner argued that those paradigms are science, technology, and mathematics. Peter Denning's working group argued that they are theory, abstraction (modeling), and design. Amnon H. Eden described them as the "rationalist paradigm" (which treats computer science as a branch of mathematics, which is prevalent in theoretical computer science, and mainly employs deductive reasoning), the "technocratic paradigm" (which might be found in engineering approaches, most prominently in software engineering), and the "scientific paradigm" (which approaches computer-related artifacts from the empirical perspective of natural sciences, identifiable in some branches of artificial intelligence). Computer science focuses on methods involved in design, specification, programming, verification, implementation and testing of human-made computing systems. Fields As a discipline, computer science spans a range of topics from theoretical studies of algorithms and the limits of computation to the practical issues of implementing computing systems in hardware and software. CSAB, formerly called Computing Sciences Accreditation Board—which is made up of representatives of the Association for Computing Machinery (ACM), and the IEEE Computer Society (IEEE CS)—identifies four areas that it considers crucial to the discipline of computer science: theory of computation, algorithms and data structures, programming methodology and languages, and computer elements and architecture. In addition to these four areas, CSAB also identifies fields such as software engineering, artificial intelligence, computer networking and communication, database systems, parallel computation, distributed computation, human–computer interaction, computer graphics, operating systems, and numerical and symbolic computation as being important areas of computer science. Theoretical computer science is mathematical and abstract in spirit, but it derives its motivation from practical and everyday computation. It aims to understand the nature of computation and, as a consequence of this understanding, provide more efficient methodologies. According to Peter Denning, the fundamental question underlying computer science is, "What can be automated?" Theory of computation is focused on answering fundamental questions about what can be computed and what amount of resources are required to perform those computations. In an effort to answer the first question, computability theory examines which computational problems are solvable on various theoretical models of computation. The second question is addressed by computational complexity theory, which studies the time and space costs associated with different approaches to solving a multitude of computational problems. The famous P = NP? problem, one of the Millennium Prize Problems, is an open problem in the theory of computation. Information theory, closely related to probability and statistics, is related to the quantification of information. This was developed by Claude Shannon to find fundamental limits on signal processing operations such as compressing data and on reliably storing and communicating data. Coding theory is the study of the properties of codes (systems for converting information from one form to another) and their fitness for a specific application. Codes are used for data compression, cryptography, error detection and correction, and more recently also for network coding. Codes are studied for the purpose of designing efficient and reliable data transmission methods. Data structures and algorithms are the studies of commonly used computational methods and their computational efficiency. Programming language theory is a branch of computer science that deals with the design, implementation, analysis, characterization, and classification of programming languages and their individual features. It falls within the discipline of computer science, both depending on and affecting mathematics, software engineering, and linguistics. It is an active research area, with numerous dedicated academic journals. Formal methods are a particular kind of mathematically based technique for the specification, development and verification of software and hardware systems. The use of formal methods for software and hardware design is motivated by the expectation that, as in other engineering disciplines, performing appropriate mathematical analysis can contribute to the reliability and robustness of a design. They form an important theoretical underpinning for software engineering, especially where safety or security is involved. Formal methods are a useful adjunct to software testing since they help avoid errors and can also give a framework for testing. For industrial use, tool support is required. However, the high cost of using formal methods means that they are usually only used in the development of high-integrity and life-critical systems, where safety or security is of utmost importance. Formal methods are best described as the application of a fairly broad variety of theoretical computer science fundamentals, in particular logic calculi, formal languages, automata theory, and program semantics, but also type systems and algebraic data types to problems in software and hardware specification and verification. Computer graphics is the study of digital visual contents and involves the synthesis and manipulation of image data. The study is connected to many other fields in computer science, including computer vision, image processing, and computational geometry, and is heavily applied in the fields of special effects and video games. Information can take the form of images, sound, video or other multimedia. Bits of information can be streamed via signals. Its processing is the central notion of informatics, the European view on computing, which studies information processing algorithms independently of the type of information carrier – whether it is electrical, mechanical or biological. This field plays important role in information theory, telecommunications, information engineering and has applications in medical image computing and speech synthesis, among others. What is the lower bound on the complexity of fast Fourier transform algorithms? is one of the unsolved problems in theoretical computer science. Scientific computing (or computational science) is the field of study concerned with constructing mathematical models and quantitative analysis techniques and using computers to analyze and solve scientific problems. A major usage of scientific computing is simulation of various processes, including computational fluid dynamics, physical, electrical, and electronic systems and circuits, societies and social situations (notably war games) along with their habitats, and interactions among biological cells. Modern computers enable optimization of such designs as complete aircraft. Notable in electrical and electronic circuit design are SPICE, as well as software for physical realization of new (or modified) designs. The latter includes essential design software for integrated circuits. Human–computer interaction (HCI) is the field of study and research concerned with the design and use of computer systems, mainly based on the analysis of the interaction between humans and computer interfaces. HCI has several subfields that focus on the relationship between emotions, social behavior and brain activity with computers. Software engineering is the study of designing, implementing, and modifying the software in order to ensure it is of high quality, affordable, maintainable, and fast to build. It is a systematic approach to software design, involving the application of engineering practices to software. Software engineering deals with the organizing and analyzing of software—it does not just deal with the creation or manufacture of new software, but its internal arrangement and maintenance. For example software testing, systems engineering, technical debt and software development processes. Artificial intelligence (AI) aims to or is required to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, learning, and communication found in humans and animals. From its origins in cybernetics and in the Dartmouth Conference (1956), artificial intelligence research has been necessarily cross-disciplinary, drawing on areas of expertise such as applied mathematics, symbolic logic, semiotics, electrical engineering, philosophy of mind, neurophysiology, and social intelligence. AI is associated in the popular mind with robotic development, but the main field of practical application has been as an embedded component in areas of software development, which require computational understanding. The starting point in the late 1940s was Alan Turing's question "Can computers think?", and the question remains effectively unanswered, although the Turing test is still used to assess computer output on the scale of human intelligence. But the automation of evaluative and predictive tasks has been increasingly successful as a substitute for human monitoring and intervention in domains of computer application involving complex real-world data. Computer architecture, or digital computer organization, is the conceptual design and fundamental operational structure of a computer system. It focuses largely on the way by which the central processing unit performs internally and accesses addresses in memory. Computer engineers study computational logic and design of computer hardware, from individual processor components, microcontrollers, personal computers to supercomputers and embedded systems. The term "architecture" in computer literature can be traced to the work of Lyle R. Johnson and Frederick P. Brooks Jr., members of the Machine Organization department in IBM's main research center in 1959. Concurrency is a property of systems in which several computations are executing simultaneously, and potentially interacting with each other. A number of mathematical models have been developed for general concurrent computation including Petri nets, process calculi and the parallel random access machine model. When multiple computers are connected in a network while using concurrency, this is known as a distributed system. Computers within that distributed system have their own private memory, and information can be exchanged to achieve common goals. This branch of computer science aims studies the construction and behavior of computer networks. It addresses their performance, resilience, security, scalability, and cost-effectiveness, along with the variety of services they can provide. Computer security is a branch of computer technology with the objective of protecting information from unauthorized access, disruption, or modification while maintaining the accessibility and usability of the system for its intended users. Historical cryptography is the art of writing and deciphering secret messages. Modern cryptography is the scientific study of problems relating to distributed computations that can be attacked. Technologies studied in modern cryptography include symmetric and asymmetric encryption, digital signatures, cryptographic hash functions, key-agreement protocols, blockchain, zero-knowledge proofs, and garbled circuits. A database is intended to organize, store, and retrieve large amounts of data easily. Digital databases are managed using database management systems to store, create, maintain, and search data, through database models and query languages. Data mining is a process of discovering patterns in large data sets. Discoveries The philosopher of computing Bill Rapaport noted three Great Insights of Computer Science: Programming paradigms Programming languages can be used to accomplish different tasks in different ways. Common programming paradigms include: Many languages offer support for multiple paradigms, making the distinction more a matter of style than of technical capabilities. Research Conferences are important events for computer science research. During these conferences, researchers from the public and private sectors present their recent work and meet. Unlike in most other academic fields, in computer science, the prestige of conference papers is greater than that of journal publications. One proposed explanation for this is the quick development of this relatively new field requires rapid review and distribution of results, a task better handled by conferences than by journals. See also Notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game] | [TOKENS: 5242] |
Contents Massively multiplayer online role-playing game A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the western world's revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. World of Warcraft, a popular MMORPG, had over 10 million subscribers as of November 2014. World of Warcraft's total revenue was $1.04 billion US dollars in 2014. Star Wars: The Old Republic, released in 2011, became the world's "fastest-growing subscription MMO in history" after gaining more than 1 million players within the first three days of its launch. Common features Although modern MMORPGs sometimes differ dramatically from their predecessors, many of them share the same basic characteristics. These include several common features: The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons. Some employ hybrid themes that either merge or replace fantasy elements with those of science fiction, sword and sorcery, or crime fiction. Others draw thematic material from American comic books, the occult, and other genres. These elements are often developed using similar tasks and scenarios involving quests, monsters, and loot. In nearly all MMORPGs, the development of the player's character is the primary goal. Nearly all MMORPGs feature a character progression system, in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with monsters and completing quests for non-player characters, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs. This is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or "grinding". The role-playing game Progress Quest was created as a parody of this trend. Eve Online, a space-based MMORPG, uses an alternative method of progression where users train skills in real-time rather than using experience points as a measure of progression. In some MMORPGs, there is no limit to a player's level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game's website or posting their stats on a high score screen. Another common practice is to enforce a maximum reachable level for all players, often referred to as a level cap. Once reached, the definition of a player's progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, the player's motivation to continue playing will be replaced with collecting money and equipment. Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game between lower ranked players. Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss encounters as well as player vs player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat-related situations. MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clans, though these will usually form whether the game supports them or not. In addition, most MMOGs require some degree of teamwork in parts of the game. These tasks usually require players to take on roles in the group, such as protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies. MMORPGs generally have Game Moderators or Game Masters (frequently referred to as GMs or "mods"), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles. Relationships formed in MMORPGs can often be just as intense as relationships formed between friends or partners met outside the game, and often involve elements of collaboration and trust between players. Most MMORPGs provide different types of classes that players can choose. Among those classes, a small portion of players choose to roleplay their characters, and there are rules that provide functionality and content to those who do. Community resources such as forums and guides exist in support of this play style. For example, if a player wants to play a priest role in his MMORPG world, that player might buy a cope from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources similar to those in the game world. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos. Players will often complain about 'grind' (a slang term for any repetitive, time-consuming activity in an MMORPG), or talk about 'buffs' and 'nerfs' (respectively an upgrade or downgrade of a particular game mechanic). As with all such cultures, social rules exist for such things as invitations to join an adventuring party, the proper division of treasure, and how a player is expected to behave while grouped with other players. Infrastructure and Monetization Most MMORPGs are deployed using a client–server system architecture. The server software generates a persistent instance of the virtual world that runs continuously, and players connect to it via a client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. EverQuest and Guild Wars are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.[citation needed] Depending on the number of players and the system architecture, an MMORPG might be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online, which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution or Kolossium competition in Dofus); others limit each character to the world in which it was created. World of Warcraft has experimented with "cross-realm" (i.e. cross-server) interaction in player vs player "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured player vs player content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide. MMORPGs today use a wide range of business models, from free of charge, free with microtransactions, advertise funded, to various kinds of payment plans. Some MMORPGs require payment or a monthly subscription to play. By definition, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development purposes. Some games, such as Guild Wars, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called "pay for perks" or "freemium", and games using it often describe themselves with the term "free-to-play". History MMORPG is a term coined by Richard Garriott to refer to massive multiplayer online role-playing games and their social communities. Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the MUD genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as Mazewar (1974) and MUD1 (1978). 1985 saw the release of a roguelike (pseudo-graphical) MUD called Island of Kesmai on CompuServe and Lucasfilm's graphical MUD Habitat. The first fully graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case. Other early proprietary graphical online RPGs include three on The Sierra Network: The Shadow of Yserbius in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor in 1995. Another milestone came in 1995 as NSFNET restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with Meridian 59 in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online appearing nearly simultaneously. Ultima Online, released in 1997, is often credited with first popularizing the genre, though more mainstream attention was garnered by 1999's EverQuest and Asheron's Call in the West and 1996's Nexus: The Kingdom of the Winds in South Korea. The financial success of these early titles has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings. In 2008, the market for MMORPGs had Blizzard Entertainment's World of Warcraft dominating as the largest MMORPG, alongside other titles such as Final Fantasy XIV and Guild Wars 2, though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in South Korea such as MapleStory, Rohan: Blood Feud, Atlantica Online and Lost Ark. Also, there are some free-to-play games, such as RuneScape and Tibia, where the game is free, but one would have to pay monthly to play the game with more features. Guild Wars and its sequel avoid some degree of competition with other MMORPGs by only requiring the initial purchase of the game to play. Development The cost of developing a competitive commercial MMORPG title often exceeded $10 million in 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure. The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing 3D engines, real-time shader techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps. Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent cheating, and apply changes (bug fixes or added content) to the game. A system for recording the games data at regular intervals, without stopping the game, is also important. Maintenance requires sufficient servers and bandwidth, and a dedicated support staff. Insufficient resources for maintenance lead to lag and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers. Peer-to-peer MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for cheating) can make them a difficult proposition. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale large numbers of players with less hardware and network investment. In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun. Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have contributed to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or "indie") development of MMORPGs is less common compared to other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems. Some independent MMORPG projects are completely open source, while others feature proprietary content made with an open-source game engine. The WorldForge project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The Multiverse Foundation has also created a platform specifically for independent MMOG developers. Trends As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the raid group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more). Instance dungeons, sometimes shortened to "instances", are game areas that are "copied" for individual players or groups, which keeps those in the instance separated from the rest of the game world. This reduces competition, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. The Realm Online was the first MMORPG to begin to use a rudimentary form of this technique and Anarchy Online would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common. The "raids", as mentioned above, often involve instance dungeons. Examples of games which feature instances are World of Warcraft, The Lord of the Rings Online, EverQuest, EverQuest II, Aion, Final Fantasy XIV, Guild Wars, Rift, RuneScape, Star Trek Online, Star Wars: The Old Republic, and DC Universe Online. Increased amounts of "player-created content" is another trend. The use of intellectual property licensing common in other video game genres has also appeared in MMORPGs. 2007 saw the release of The Lord of the Rings Online, based on J. R. R. Tolkien's Middle-earth. Other licensed MMORPGs include The Matrix Online, based on the Matrix trilogy of films, Warhammer Online: Age of Reckoning, based on Games Workshop's table top game, Star Wars Galaxies, Star Wars: The Old Republic, Champions Online and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Star Trek Online and Stargate Worlds (which was later canceled). The first console-based MMORPG was Phantasy Star Online for the Dreamcast. The first console-based open-world MMORPG was Final Fantasy XI for the PlayStation 2. EverQuest Online Adventures, also on the PlayStation 2, was the first console MMORPG in North America. Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention. With the popularization of Facebook and microtransactions came a wave of Flash and HTML5 based MMORPGs that use the free to play model. They require no download outside of a browser and usually have heavily integrated social media sharing features. Smartphones with their GPS capabilities (amongst others) enable augmented reality in games such as Ingress and Pokémon Go. The games are enhanced by location and distance based tracking, bench marking goals or facilitating trade between players. In society and culture Since the interactions between MMORPG players are real, even if the environments are virtual, psychologists and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle has found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore. Nick Yee has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the metagame. Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups. In a 2008 study by Zaheer Hussain and Mark D. Griffiths, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes. A German fMRT-study conducted by researchers of the Central Institute of Mental Health points towards impairments in social, emotional and physical aspects of the self-concept and a higher degree in avatar identification in addicted MMORPG players, compared to non-addicted and naive (nonexperienced) people. These findings generally support Davis' cognitive behavioral model of Internet addiction, which postulates that dysfunctional self-related cognitions represent central factors contributing towards the development and maintenance of MMORPG addiction. The high degree of avatar identification found by Leménager et al. in the addicted group of this study indicates that MMORPG playing may represent an attempt to compensate for impairments in self-concept. Psychotherapeutic interventions should therefore focus on the development of coping strategies for real-life situations in which addicted players tend to experience themselves as incompetent and inferior. Richard Bartle, author of Designing Virtual Worlds, classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle Test that helps players determine which category they are associated with. With over 650,000 test responses as of 2011, this is perhaps the largest ongoing survey of multiplayer game players. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player motivation that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of gamification. There have been numerous discussions and evaluations by various scholarly institutions regarding the long-term effects of video game overuse. Many news agencies have criticized video games as promoting violent tendencies in its player base and encouraging anti-social behaviors. Ultimately this culminated in the World Health Organization classifying the overuse of video games as "Technological Addiction" in May 2019. In World of Warcraft, a temporary design glitch attracted the attention of psychologists and epidemiologists across North America, when the "Corrupted Blood" status effect began to spread unintentionally—and uncontrollably— outside of the high-level battle it was intended to be limited to and into the wider game world. The Centers for Disease Control intended to use the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection. However, due to Blizzard Entertainment's failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak ultimately failed to produce any results. Nevertheless, the CDC has continued to express interest in the use of MMORPGs for disease research. It has been suggested by Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in economic theory by providing a controlled environment for the natural development of economic practices between players of including professions, trade, and services. Research has shown that for the positive learner, game-based interaction could reduce inhibition as well as enhance the enjoyment and motivation of second language learning, but appears to be more suitable for learners of intermediate and higher levels of proficiency than language beginners. The Division of Autism and developmental disabilities published a significant report detailing the value of MMORPGs for the treatment of individuals with autism spectrum disorder. The report suggests that individuals with autism spectrum disorder could benefit from MMORPGs by being provided a space to freely develop social skills and communication skills without the stress of face-to-face contact. This in turn opens new pathways for social therapy for individuals with developmental disabilities. Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a virtual economy can be analyzed (using data logged by the game) and has value in economic research. More significantly, these "virtual" economies can affect the economies of the real world. One of the early researchers of MMORPGs was Edward Castronova, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game: The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. The virtual currency selling pioneer IGE received a lawsuit from a World of Warcraft player for interfering in the economics and intended use of the game by selling WoW gold. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquest's in-game currency exceeding that of the Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as gold farmers, and may be employed in game sweatshops. Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In Second Life and Entropia Universe, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia, and some players of Second Life have generated revenues in excess of $100,000. Some of the issues confronting online economies include: Linking real-world and virtual economies was rare in MMORPGs as of 2008, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players. See also References Further reading |
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Contents Malmö Malmö[a] is the third-largest city in Sweden, after Stockholm and Gothenburg, and the seventh-largest city in the Nordic region. Located on the Öresund strait on the southwestern coast of Sweden, it is the largest city in Scania, with a municipal population of 365,644 in 2024, and is the gubernatorial seat of Skåne County. Malmö received its city privileges in 1353, and today Malmö's metropolitan region is home to over 700,000 people. Malmö is the site of Sweden's only fixed direct link to continental Europe, the Öresund Bridge, completed in 2000. The bridge connects Sweden to Denmark, and carries both road and rail traffic. The Öresund Region, which includes Malmö and Copenhagen, is home to four million people. The city was one of the earliest and most-industrialised in Scandinavia, and the birthplace of several of Scandinavia's largest industrial groups, such as Kockums, Skanska, and Scania AB. The city has undergone a major transformation in the 21st century, and today, Malmö is characterised by many small and medium-sized companies in biotech, logistics, IT, construction, and real estate markets. It also is home to Malmö University and other higher education facilities. Malmö contains many historic buildings and parks, and is a commercial centre for the western part of Scania. It is home to Malmö FF, the Swedish football club with the most national championship wins, and the only Nordic club to have reached the final of the European Cup. The city was Sweden's fastest-growing in 2020, and the population increased by 3,800 inhabitants during 2021. As of 2024, almost half the municipal population of Malmö had a foreign background with the city being home to people from 187 different countries. Malmö's population is expected to increase by about 29,000 new residents by 2035 with a total 395,000 residents, and a population of 500,000 by 2050. Malmö has a mild climate for the latitude and, normally, average high temperatures remain above freezing in winter, with prolonged snow cover being rare. History The earliest written mention of Malmö as a city dates from 1275. It is thought to have been founded shortly before that date, as a fortified quay or ferry berth of the Danish Archbishop of Lund, 20 kilometres (12 miles) to the north-east. Its original name was Malmhaug (with alternative spellings), meaning "Gravel pile" or "Ore Hill". In the 15th century, Malmö became one of Denmark's largest and most visited cities, reaching a population of approximately 5,000 inhabitants. It became the most important city around the Öresund, with the German Hanseatic League frequenting it as a marketplace, and was notable for its flourishing herring fishery. In 1437, King Eric of Pomerania (King of Denmark from 1396 to 1439) granted the city's arms: argent with a griffin gules, based on Eric's arms from Pomerania. The griffin's head as a symbol of Malmö extended to the entire province of Skåne from 1660. In 1434, a new citadel was constructed at the beach south of the town. This fortress, known today as Malmöhus, did not take its current form until the mid-16th century. Several other fortifications were constructed, making Malmö Sweden's most fortified city, but only Malmöhus remains. Lutheran teachings spread during the 16th century Protestant Reformation, and Malmö became one of the first cities in Scandinavia to fully convert (1527–1529) to this Protestant denomination. In the 17th century, Malmö and the Skåneland region came under control of Sweden following the Treaty of Roskilde with Denmark, signed in 1658. Fighting continued, however; in June 1677, 14,000 Danish troops laid siege to Malmö for a month, but were unable to defeat the Swedish troops holding it. By the dawn of the 18th century, Malmö had about 3,000 inhabitants. However, owing to the wars of Charles XII of Sweden (reigned 1697–1718) and to bubonic plague epidemics, the population dropped to 1,800 by 1727. The population did not grow much until the modern harbour was constructed in 1775. The city started to expand and the population in 1800 was 4,000. 15 years later, it had increased to 6,000. In 1840, Frans Henrik Kockum founded the workshop from which the Kockums shipyard eventually developed as one of the largest shipyards in the world. The Southern Main Line was built between 1856 and 1864; this enabled Malmö to become a centre of manufacture, with major textile and mechanical industries. In 1870, Malmö overtook Norrköping to become Sweden's third-most populous city, and by 1900 Malmö had strengthened this position with 60,000 inhabitants. Malmö continued to grow through the first half of the 20th century. The population had swiftly increased to 100,000 by 1915 and to 200,000 by 1952. In 1914 (15 May to 4 October), Malmö hosted the Baltic Exhibition. The large park Pildammsparken was arranged and planted for this large event. The Russian part of the exhibition was never taken down, owing to the outbreak of World War I. On 18 and 19 December 1914, the Three Kings Meeting was held in Malmö. After a somewhat disturbed period (1905–1914), which included the dissolution of the Swedish-Norwegian Union, King Oscar II was replaced with King Håkon VII in Norway, who was the younger brother of the Danish King Christian X. As Oscar died in 1907, and his son Gustav V became the new King of Sweden, the tensions within Scandinavia were still unresolved, but during this historical meeting, the Scandinavian Kings found internal understanding, as well as a common line about remaining neutral in the ongoing war. Within sports, Malmö has mostly been associated with football. IFK Malmö participated in the first edition of Allsvenskan in 1924–25, but from the mid-1940s Malmö FF started to rise, and ever since it has been one of the most prominent clubs within Swedish football. They have finished first in Allsvenskan (series winners)[note 1] a record 27 times and have been crowned Swedish champions a record 24 times (most recently in 2024). By 1971, Malmö's population reached 265,000 inhabitants, but this was the peak which would stand for more than 30 years. (Svedala was, for a few years in the early 1970s, a part of Malmö municipality.) By the mid-1970s Sweden experienced a recession that hit the industrial sector especially hard; shipyards and manufacturing industries suffered, which led to high unemployment in many cities of Skåne. Kockums shipyard had become a symbol of Malmö as its largest employer and, when shipbuilding ceased in 1986, confidence in the future of Malmö plummeted among politicians and the public. In addition, many middle-class families moved into one-family houses in surrounding municipalities such as Vellinge Municipality, Lomma Municipality and Staffanstorp Municipality, which profiled themselves as the suburbs of the upper-middle class. By 1985, Malmö had lost 37,000 inhabitants and the population was down to 225,500. The Swedish financial crises of the early 1990s exacerbated Malmö's decline as an industrial city; between 1990 and 1995 Malmö lost about 27,000 jobs and its economy was seriously strained. In 1994, the city had a financial deficit of 1.3 billion Swedish krona (SEK), the highest financial deficit ever by any municipality in Sweden. However, from 1994 under the leadership of the then mayor Ilmar Reepalu, the city of Malmö started to create a new economy as a centre of culture and knowledge. Malmö reached bottom in 1995, but that same year marked the commencement of the massive Öresund Bridge road, railway and tunnel project, connecting it to Copenhagen and to the rail lines of Europe. The new Malmö University opened in 1998 on Kockums' former dockside. Further redevelopment of the now disused south-western harbour followed; a city architecture exposition (Bo01) was held in the area in 2001, and its buildings and villas form the core of a new city district. Designed with attractive waterfront vistas, it was intended to attract, and has been successful in attracting, the urban middle-class. Since 1974, the Kockums Crane had been a landmark in Malmö and a symbol of the city's manufacturing industry, but in 2002 it was disassembled and moved to South Korea. In 2005, Malmö gained a new landmark with completion of Turning Torso, the tallest skyscraper in Scandinavia.[needs update] Although the transformation from a city with its economic base in manufacturing has returned growth to Malmö, the new types of jobs have largely benefited the middle and upper classes. In its 2015 and 2017 reports, Police in Sweden placed the Rosengård and the Södra Sofielund/Seved district in the most severe category of urban areas with high crime rates. In 2023, however, the situation in Södra Sofielund/Seved was deemed as improving, and it was re-categorised to a risk area, the less severe category. Malmö is currently growing fast and detailed work is being planned near the Malmö Central Station, in a district called Nyhamnen. Nyhamnen will provide 9,000 new housings, two larger buildings for offices and courts. It is expected to be complete around 2040–2050. The Middle Eastern crisis (2023–present) has had an impact in Malmö, which has a large population with roots in the region. Following the 2023 Hamas-led attack on Israel, public celebrations were reported in Malmö, leading to the suspension of cooperation between the Jewish community and the Islamic Academy. During Eurovision 2024, which was held in Malmö, demonstrations were held in the city against Israel's participation. SVT reported in 2024 that Palestinian flags had become more prominent in the cityscape, and a roundabout in Möllevången, previously nicknamed "the drug roundabout," has been renamed by some locals as the "Gaza Roundabout." Geography Malmö is located at 13°00' east and 55°35' north, near the southwestern tip of Sweden, in Skåne County. The city is part of the transnational Öresund Region and, since 2000, has been linked by the Öresund Bridge across the Öresund to Copenhagen, Denmark. The bridge opened on 1 July 2000, and measures 8 kilometres (5 miles) (the whole link totalling 16 km), with pylons reaching 204.5 metres (670.9 feet) vertically. Apart from the Helsingborg-Helsingør ferry links further north, most ferry connections have been discontinued. Malmö, like the rest of southern Sweden, has an oceanic climate (Cfb). Despite its northern location, the climate is mild compared to other locations at similar latitudes, mainly because of the influence of the Gulf Stream and also its westerly position on the Eurasian landmass. Owing to its northern latitude, daylight lasts 17 hours 31 minutes in midsummer, but only around seven hours in midwinter. According to data from 2002 to 2014 Falsterbo, to the south of the city, received an annual average of 1,895 hours of sunshine while Lund, to the north, received 1,803 hours. The sunshine data in the weather box is based on the data for Falsterbo. Summers are mild with average high temperatures of 20 to 23 °C (68 to 73 °F) and lows of around 11 to 13 °C (52 to 55 °F). Heat waves during the summer arise occasionally. Winters are fairly cold and windy, with temperatures steady between −3 and 4 °C (27 and 39 °F), but it rarely drops below −10 °C (14 °F). Rainfall is light to moderate throughout the year with 169 wet days. Snowfall occurs mainly in December through March, but snow covers do not remain for a long time, and some winters are free of snow. Transport Malmö Airport, also known as Sturup Airport, is located approximately 28 kilometres (17 mi) east of central Malmö in Svedala Municipality. It primarily serves domestic routes, charter flights, and low-cost carriers. For international travel, Copenhagen Airport is more commonly used and is accessible from Malmö Central Station by train in approximately 20 minutes. Malmö is served by seven railway stations, the main one being Malmö Central Station. Via the City Tunnel, Malmö Central is connected to Triangeln and Hyllie stations, where all regional and local trains also stop. From Hyllie, the line links to the Öresund line and the Öresund Bridge, connecting Malmö to Copenhagen. The remaining stations Svågertorp, Persborg, Rosengård and Östervärn are located on the city's outskirts and are exclusively served by local trains. There are several regular long distance trains departing from Malmö Central Station. SJ operates X 2000 trains to Stockholm and Gothenburg and night trains to Stockholm, Hamburg and Berlin. Snälltåget runs day trains to Stockholm and night trains to Åre in northern Sweden, to Hamburg, Berlin and Dresden in Germany and to Salzburg and Innsbruck in Austria. Lastly, Vy operates trains to Oslo, Norway. Öresund trains connect Malmö to Copenhagen, and Copenhagen Airport via the Öresund Bridge, taking approximately 40 minutes and running as frequently as every 10 minutes during rush hour or hourly at night. On the Swedish side, the trains continue northeast towards Lund, before branching towards different destinations, such as Gothenburg, Kalmar and Karlskrona. Interurban trains called Pågatågen connect Malmö to smaller localities in Scania, such as Ystad and Trelleborg. Within Malmö, a service known as the Malmöpendeln operates every 30 minutes on a circular route calling at all stations in Malmö, before continuing to Lomma or Kävlinge. This service started in December 2018 and carried about 600,000 passengers in 2024, a figure which was lower than originally expected. The Öresund Metro is a proposed rapid transit network linking Malmö with the existing Copenhagen Metro through a 22 kilometres (14 miles) tunnel under the Öresund. It is a project that has been proposed since 2012. A metro station can be placed in the Galeonen which is a sub-area located in the far north of Västra hamnen. The Galeon is the only larger area in Västra hamnen that is not planned yet and Malmö's general plan states that the expansion of the area is expected to take place 2032 to 2041. The connection between Malmö and Copenhagen will take approximately 20 minutes instead of 40 minutes by the Öresund Bridge. The construction cost is estimated at 4 billion euros with a construction period of 6–7 years. The motorway system has been incorporated with the Öresund Bridge; the European route E20 goes over the bridge and then, together with the European route E6 follows the Swedish west coast from Malmö–Helsingborg to Gothenburg. E6 goes further north along the west coast and through Norway to the Norwegian town Kirkenes at Barents Sea. The European route to Jönköping–Stockholm (E4) starts at Helsingborg. Main roads in the directions of Växjö–Kalmar, Kristianstad–Karlskrona, Ystad (E65), and Trelleborg start as freeways. Malmö has 410 kilometres (250 mi) of bike paths; approximately 40% of all commuting is done by bicycle. Malmö has an extensive network of buses within the city, and is also the destination of many regional bus lines from the rest of Skåne. The bus network replaced the tram network that existed from 1887 to 1973. The city has two industrial harbours; one is still in active use and is the largest Nordic port for car imports. It also has two marinas: the publicly owned Limhamn Marina (55°35′N 12°55′E / 55.583°N 12.917°E / 55.583; 12.917) and the private Lagunen (55°35′N 12°56′E / 55.583°N 12.933°E / 55.583; 12.933), both offering a limited number of guest docks. Municipality Malmö Municipality is an administrative unit defined by geographical borders, consisting of the City of Malmö and its immediate surroundings. Malmö (Malmö tätort) consists of the urban part of the municipality together with the small town of Arlöv in Burlöv Municipality. Both municipalities also include smaller urban areas and rural areas, such as the suburbs of Oxie and Åkarp. Malmö tätort is to be distinguished from Malmö stad (the city of Malmö), which is a semi-official name of Malmö Municipality. The leaders in Malmö created a commission for a socially sustainable Malmö in November 2010. The commissions were tasked with providing evidence-based strategies for reducing health inequalities and improve living conditions for all citizens of Malmö, especially for the most vulnerable and disadvantaged and issued its final report in December 2013.[non-primary source needed] Demographics Malmö has a young population by Swedish standards, with almost half of the population under the age of 35 (48.2%). After 1971, Malmö had 265,000 inhabitants, but the population then dropped to 229,000 by 1985. It then began to rise again, and had passed the previous record by the 1 January 2003 census, when it had 265,481 inhabitants. The total population of the urban area was 280,415 in December 2010. On 27 April 2011, the population of Malmö reached the 300,000 mark. In 2017 the total population of the city was 316,588 inhabitants out of a municipal total of 338,230. In 2016 Malmö served as a primary entry point for the majority of migrants heading to Sweden. Malmö is a diverse city with inhabitants from 179 different nationalities. In 2019, approximately 55.5%, up from 17% in 1986, of the population of Malmö municipality (190,849 residents) had at least one parent born abroad. The statistics from 2020 show that 120,517 are foreign born, 43,740 are born in Sweden and have two foreign parents, 30,878 are born in Sweden with one Swedish parent and one foreign parent and 152,813 are born with two Swedish parents. The Middle East, Horn of Africa, former Yugoslavia and Denmark are the main sources of immigration. Greater Malmö is one of Sweden's three officially recognized metropolitan areas (storstadsområden) and since 2005 is defined as the municipality of Malmö and 11 other municipalities in the southwestern corner of Skåne County. As of 2024[update], its population was recorded as 780,035. The region covers an area of 2,522 square kilometres (974 sq mi). The municipalities included, apart from Malmö, are Burlöv, Eslöv, Höör, Kävlinge, Lomma, Lund, Skurup, Staffanstorp, Svedala, Trelleborg and Vellinge. Together with Lund, Malmö is the region's economic and education hub. In Malmö, as in the rest of Sweden, there are no official statistics on religious beliefs, however some institutions share figures on their membership. The largest religion in Malmö is Christianity and the Church of Sweden has the largest membership base, with a total of 125,697 in 2019, corresponding to 36% of its population. There are several Catholic communities in Malmö, one being the Church of Our Saviour with 7,500 members. Islam is the second-largest religion, as approximately 50,000 or 14% of the city's inhabitants have a Muslim background, according to Malmö's Islamic Center. Furthermore, school absenteeism during Eid al-Fitr has ranged from one third of pupils in 2024 to one quarter in 2025, compared to 8% during the average school day. Malmö Mosque was opened in 1984 and is managed by the Islamic Center. Mahmood Mosque opened in 2016, and serves the Ahmadiyya community. Malmö has one synagogue, Malmö Synagogue, and two congregations: one orthodox and one egalitarian. The Jewish community has a membership of 500. Economy In 2022, Malmö’s gross regional product (GRP) amounted to 240.2 billion Swedish krona (SEK). This represents a 54.7% increase in real terms since 2016, well above the growth rates for both Scania (36.2%) and Sweden (33.2%). GRP per capita was 671,991 SEK, higher than the regional and national averages. As of 2023, the city's largest employment sectors are business services (35,710 employees) healthcare and social services (28,956) and motor vehicle services (26,029). Other large sectors include education, information and communications, and public administration. The economy of Malmö was traditionally based on shipbuilding and manufacturing, with the Kockums shipyard as its largest employer. A recession between 1973 and 1975 brought prolonged stagnation, leading to high unemployment and population decline, while Kockums shipyard's closure in 1986 further deepened the crisis. During the Swedish financial crisis in the early 1990s, conditions worsened further, leading to a loss of 27,000 jobs. From the mid-1990s, Malmö began recovering as it shifted towards education, services, and urban redevelopment. Notably, the Öresund Bridge, built between 1995 and 2000, allowed for deeper economic integration with Denmark. Employment in Malmö has grown steadily since the mid-1990s, supported by population growth and redevelopment and as of 2022, 209,678 people had their workplace in the city. Malmö functions as a regional employment hub, with 82,248 people commuting in for work, compared to 47,760 commuting out. Nonetheless, unemployment has remained high since the 2010s, amid fast population growth, and as of July 2025 it stood at 12.3%, the second highest rate in Sweden. Entrepreneurship in Malmö is relatively high compared with the national average. In 2024, the city saw 12.6 new companies per 1,000 inhabitants aged 16–64, compared with 11.1 in Scania and 10.9 in Sweden. Since the early 2000s, Malmö has attracted a growing number of companies opening offices or relocating operations to the city. Over 70 large and medium-sized firms have established headquarters or regional offices, often moving from smaller towns in southern Sweden. Key factors include proximity to Copenhagen Airport, access to a larger pool of skilled workers and availability of modern office space in districts such as Hyllie and Västra hamnen. Among the largest relocations are three companies founded by Ingvar Kamprad: Inter IKEA, Ingka and Ikano Bank, which collectively employ over 4,200 people in Malmö. Education Malmö has the country's ninth-largest school of higher education, Malmö University, established in 1998. It has 1,600 employees and 24,000 students (2014). In addition nearby Lund University (established in 1666) has some educational facilities located in Malmö: The United Nations World Maritime University is also located in Malmö. The World Maritime University (WMU) operates under the auspices of the International Maritime Organization (IMO), a specialized agency of the United Nations. WMU thus enjoys the status, privileges and immunities of a UN institution in Sweden. Culture A striking depiction of Malmö (in the 1930s) was made by Bo Widerberg in his debut film Kvarteret Korpen (transl. 'Raven's End') (1963), largely shot in the shabby Korpen working-class district in Malmö. With humour and tenderness, it depicts the tensions between classes and generations. The movie was nominated for an Academy Award for Best Foreign Language Film in 1965. In 2017, the film Medan Vi Lever (transl. 'While We Live') was awarded the prize for best film by an African living abroad at the Africa Movie Academy Awards. It was filmed in Malmö and Gambia, and deals with identity, integration and everyday racism. The cities of Malmö and Copenhagen are, with the Öresund Bridge, the main locations in the television series The Bridge (Bron, Danish: Broen). In 1944, Malmö Stadsteater (Malmö Municipal Theatre) was established with a repertoire comprising stage theatre, opera, musical, ballet, musical recitals and experimental theatre. In 1993 it was split into three units, Dramatiska Teater (Dramatical Theatre), Malmö Musikteater (Music Theatre) and Skånes Dansteater (Skåne Dance Theatre) and the name was abandoned. The ownership of the last two were transferred to Region Skåne in 2006 Dramatiska Teatern regained its old name. In the 1950s Ingmar Bergman was the Director and Chief Stage Director of Malmö Stadsteater and many of his actors, like Max von Sydow and Ingrid Thulin became known through his films. Later stage directors include Staffan Valdemar Holm and Göran Stangertz. Malmö Musikteater were renamed Malmö Operan and plays operas and musicals, classics as newly composed, on one of Scandinavia's large opera scenes with 1,511 seats. Skånes dansteater is active and plays contemporary dance repertory and present works by Swedish and international choreographers in their house in Malmö harbor. Since the 1970s the city has also been home to independent theatre groups and show or musical companies. It also hosts a rock–dance–dub culture; in the 1960s The Rolling Stones played the Klubb Bongo, and in recent years stars like Morrissey, Nick Cave, B.B. King and Pat Metheny have made repeated visits. The Cardigans debuted in Malmö and recorded their albums there. On 7 January 2009 CNN Travel broadcast a segment called "MyCity_MyLife" featuring Nina Persson taking the camera to some of the sites in Malmö that she enjoys. The Rooseum Centre for Contemporary Art, founded in 1988 by the Swedish art collector and financier Fredrik Roos and housed in a former power station which had been built in 1900, was one of the foremost centres for contemporary art in Europe during the 1980s and 1990s. By 2006, most of the collection had been sold off and the museum was on a time-out; by 2010 Rooseum had been dismantled and a subsidiary of the National Museum of Modern Art inaugurated in its place. Malmö has hosted the Eurovision Song Contest three times, in 1992, 2013 and 2024. It is the only non-capital city to do so. Big Slap is a music festival, held annually since 2013 at Pildammsparken. The 2022 edition of Big Slap featured Justin Bieber, the biggest concert in Malmö's history. Malmö is the home of several bands, including CC & Lee, Fews, LeGrand, Nasty Idols, Royal Republic, Spunsugar and Timeless Miracle. Malmö Art Museum (Malmö Museer) is a municipal and regional museum that primarily consists of the city's art collection. The museum also features exhibitions on natural history. Malmö Museum also has an aquarium. Malmöhus Castle is also operated as a part of the museum. The Malmo Technology and Maritime Museum (Teknikens och sjöfartens hus) houses various industrial exhibits, as well as aircraft, boats and a submarine. Temporary exhibitions are primarily shown at Slottsholmen and at the Technology and Maritime Museum (Teknikens och sjöfartens hus). Moderna Museet Malmö was opened in December 2009 in the old Rooseum building. It is a part of the Moderna Museet, with independent exhibitions of modern and contemporary art. The collection of Moderna Museet holds key pieces of, among others, Marcel Duchamp, Louise Bourgeois, Pablo Picasso, Niki de Saint Phalle, Salvador Dalí, Carolee Schneemann, Henri Matisse and Robert Rauschenberg Malmö Konsthall is one of the largest exhibition halls in Europe for contemporary art, opened in 1975. Malmö's oldest building is St. Peter's Church (Swedish: Sankt Petri). It was built in the early 14th century in Baltic Brick Gothic probably after St Mary's Church in Lübeck. The church is built with a nave, two aisles, a transept and a tower. Its exterior is characterized above all by the flying buttresses spanning its airy arches over the aisles and ambulatory. The tower, which fell down twice during the 15th century, got its current look in 1890. Another major church of significance is the Church of Our Saviour, Malmö, which was founded in 1870. Another old building is Tunneln, 300 metres (1,000 ft) to the west of Sankt Petri Church, which also dates back to around 1300. The oldest parts of Malmö were built between 1300 and 1600 during its first major period of expansion.[citation needed] The central city's layout, as well as some of its oldest buildings, are from this time. Many of the smaller buildings from this time are typical Scanian: two-story urban houses that show a strong Danish influence.[citation needed] Recession followed in the ensuing centuries. The next expansion period was in the mid 19th century and led to the modern stone and brick city. This expansion lasted into the 20th century and can be seen by a number of Art Nouveau buildings, among those in the Malmö synagogue. Malmö was relatively late to be influenced by modern ideas of functionalist tenement architecture in the 1930s. Around 1965, the government initiated the so-called Million Programme, intending to offer affordable apartments in the outskirts of major Swedish cities. But this period also saw the reconstruction (and razing) of much of the historical city centre. Since the late 1990s, Malmö has seen a more cosmopolitan architecture. Västra hamnen (the Western Harbor), like most of the harbors to the north of the city centre, was industrial. In 2001 its reconstruction began as an urban residential neighbourhood, with 500 residential units, most were part of the exhibition Bo01. The exhibition had two main objectives: develop self-sufficient housing units in terms of energy and greatly diminish phosphorus emissions. Among the new building's towers were the Turning Torso, a skyscraper with a twisting design, 190 metres (620 ft) tall, the majority of which is residential. It became Malmö's new landmark. The most recent addition (2015) is the new development of Malmö Live. This new building features a hotel, a concert hall, congress hall and a sky bar in the centre of Malmö. Point Hyllie is a new 110 m (360 ft) commercial tower that began construction in 2018. The beach Ribersborg, by locals usually called Ribban, south-west of the harbor area, is a man-made shallow beach, stretching along Malmö's coastline. Despite Malmö's chilly climate, it is sometimes referred to as the "Copacabana of Malmö". It is the site of Ribersborgs open-air bath, opened in the 1890s. The long boardwalk at the Western Harbor, Scaniaparken and Daniaparken, has become a favorite summer hang-out for the people of Malmö and is a popular place for bathing. The harbor is particularly popular with Malmö's vibrant student community and has been the scene of several impromptu outdoor parties and gatherings. In the third week of August each year a festival, Malmöfestivalen, fills the streets of Malmö with different kinds of cuisines and events. BUFF International Film Festival, an international children and young people's film festival, is held in Malmö every March. Nordisk Panorama Film Festival, a film festival for short and documentary films by filmmakers from the Nordic countries, is held every September. Malmö Arab Film Festival (MAFF), the largest Arabic film festival in Europe, is held in Malmö. The Conference is an international two-day gathering in Malmö with 1000 participants. Speakers from all over the world, representing a wide range of disciplines are invited. The first edition of The Conference was in 2011 and before that it was called Moving Images (started 2005). The Nordic Game conference takes place in Malmö every April/May. The event consists of conference itself, recruitment expo and game expo and attracts hundreds of "gamedev" (game development) professionals every year. Malmö also hosts other 3rd party events that cater to all communities that reside in Malmö, including religious and political celebrations. Sydsvenskan, founded in 1870, is Malmö's largest daily newspaper. It has an average circulation of 130,000. Its main competitor is the regional daily Skånska Dagbladet, which has a circulation of 34,000. The tabloid Kvällsposten still has a minimal editorial staff but is today just a version of a Stockholm tabloid. The Social Democratic Arbetet was edited and printed at Malmö between 1887 and 2000. In addition to these, a number of free-of-charge papers, generally dealing with entertainment, music and fashion have local editions (for instance City, Rodeo, Metro and Nöjesguiden). Malmö is also home to the Egmont Group's Swedish magazine operations. A number of local and regional radio and TV broadcasters are based in the Greater Malmö area. Malmö is home to several football teams. Malmö FF, who play in the top-level Allsvenskan league, had their most successful periods in the 1970s and 1980s, when they won the league several times. In 1979, they advanced to the final of the European Cup, defeating AS Monaco, Dynamo Kiev, Wisła Kraków and Austria Wien. In the final, played at the Munich Olympic Stadium against Nottingham Forest, they lost by a single goal scored by Trevor Francis just before half time. To date,[when?] they are the only Swedish football club to have reached the final of the competition. Bosse Larsson and Zlatan Ibrahimović began their football careers at Malmö FF. A second football team, IFK Malmö, played in Sweden's top flight for about 20 years. The club's greatest achievement was reaching the quarterfinal in the European Cup. In the 2023 Regular Season, IFK Malmö ranked last in the Södra Götaland section of the fourth tier of the Swedish football league system, Division 2. FC Rosengård (former LdB Malmö) and Malmö FF (women) are playing in the top level in Damallsvenskan, women's football league. FC Rosengård girls have won the league 10 times and the national cup title 5 times. In 2014, they reached the semi-final in Champions League, which they ultimately went on to lose to the German side 1. FFC Frankfurt. Brazilian football player Marta, widely regarded the best female football player of all time, played in FC Rosengård between 2014 and 2017. Malmö Stadion was inaugurated for the opening match of the 1958 FIFA World Cup. The then world champions, West Germany, defeated Argentina 3–1 in front of a crowd of 31,156. A further two games in the cup were decided at the stadium. Malmö has athletes competing in a variety of sport. The most notable other sports team is the ice hockey team Malmö Redhawks. They were the creation of millionaire Percy Nilsson and quickly rose to the highest rank in the early to mid-1990s and won two Swedish championships, but for a number of years found themselves residing outside of the top flight. As of the 2015/2016 season they are once again competing in the top flight SHL league. A first division handball team, HK Malmö, attracts a fair amount of attendance. Rugby union team, Malmö RC, founded in 1954, have won 6 national championships. The club has teams for men, women and juniors. Gaelic football has also been introduced to Malmö. The men of Malmö G.A.A. have won the Scandinavian Championships twice and the women once. Other notable team sports are baseball, American football and Australian football. Among non-team sports, badminton and athletics are the most popular, together with East Asian martial arts and boxing. Basketball is also fairly a big sport in the city, including the clubs Malbas and SF Srbija among others. Women are permitted by the city council to swim topless in public swimming pools. Everyone must wear bathing attire, but covering of the breasts is not mandatory. Twin towns and sister cities Malmö has relations with the following cities: Notable events Notable people See also Notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Jens_Bergensten#cite_note-16] | [TOKENS: 681] |
Contents Jens Bergensten Jens Peder Bergensten (born 18 May 1979), known professionally as Jeb, is a Swedish video game programmer and designer. He is best known as the lead designer of Minecraft, and is the chief creative officer of Mojang Studios. In 2013, he, along with Minecraft creator Markus "Notch" Persson, was named as one of Time's 100 most influential people in the world. As an employee of Mojang Studios, he had been co-developing Minecraft with Persson since 2010, became the lead designer in 2011, and assumed full control in 2014, when Persson left the company after its acquisition. Personal life Jens Peder Bergensten was born on 18 May 1979 in Örebro, Sweden. On 11 May 2013, Bergensten married photographer Jenny Bergensten (née Thornell). On 10 December 2015, Bergensten had a son, Björn. Career Bergensten started programming his first games at 11 years old, using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter game Quake III Arena. He worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. After the insolvency of Oblivion Entertainment, Bergensten moved to Malmö and earned a master's degree in computer science at Lund University in 2008. During his time working at Korkeken (meaning the cork oak), Bergensten spent his free time leading the development for the online role-playing game Whispers in Akarra, which entertained a small playerbase of several hundred players. He later discontinued this project after straying from the team's original creative vision for the project. Bergensten publicly released the world editors and source code for Akarra's server client in 2008. Afterwards, he founded the indie game development company Oxeye Game Studio with Daniel Brynolf and Pontus Hammarber, who wanted to create a spiritual successor to Whispers in Akarra.[citation needed] The studio's first project was Dawn of Daria, a self-described "massively-multiplayer fantasy life simulator".[citation needed] After several public alpha tests, the project was discontinued like its predecessor, and Oxeye Games Studio switched their focus to various game jam project and tech demos.[citation needed] The company was soon known for the real-time strategy game Harvest: Massive Encounter[citation needed] and later the platform games Cobalt and Cobalt WASD. Until 24 November 2010, Bergensten worked for the online knowledge community; Planeto. In November 2010, Bergensten was hired as Mojang's back-end developer for Scrolls (now known as Caller's Bane). He later began programming increasingly significant parts of Minecraft until he became its lead designer in December 2011, taking over from Markus Persson. Bergensten was part of the team that developed Catacomb Snatch as part of Humble Bundle Mojam, a game jam.[citation needed] In recent years, Bergensten has been featured in the teaser videos for Minecraft Live along with Agnes Larsson. Currently, Bergensten serves as the chief creative officer of Mojang Studios. Ludography Filmography Awards and nominations References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Citation_needed] | [TOKENS: 486] |
Contents Wikipedia:Citation needed To ensure that all Wikipedia content is verifiable, Wikipedia provides a means for anyone to question an uncited claim. If your work has been tagged, please provide a reliable source for the statement, and discuss if needed. You can add a citation by selecting from the drop-down menu at the top of the editing box. In markup, you can add a citation manually using ref tags. There are also more elaborate ways to cite sources. In wiki markup, you can question an uncited claim by inserting a simple {{Citation needed}} tag, or a more comprehensive {{Citation needed|reason=Your explanation here|date=February 2026}}. Alternatively, {{fact}} and {{cn}} will produce the same result. These all display as: Example: 87 percent of statistics are made up on the spot.[citation needed] For information on adding citations in articles, see Help:Referencing for beginners. For information on when to remove template messages, see Help:Maintenance template removal. When to use this tag A "citation needed" tag is a request for another editor to supply a source for the tagged fact: a form of communication between members of a collaborative editing community. It is never, in itself, an "improvement" of an article. Though readers may be alerted by a "citation needed" that a particular statement is not supported, and even doubted by some, many readers don't fully understand the community's processes. Not all tags get addressed in a timely manner, staying in place for months or years, forming an ever-growing Wikipedia backlog—this itself can be a problem. Best practice recommends the following: When not to use this tag Before adding a tag, at least consider the following alternatives, one of which may prove much more constructive: If your work has been tagged Help reduce the backlog There are 570,471 articles with "Citation needed" statements. You can browse the whole list of these articles at Category:All articles with unsourced statements. Frequently the authors of statements do not return to Wikipedia to support the statement with citations, so other Wikipedia editors have to do work checking those statements. With 570,471 articles containing statements that need WP:Verification, sometimes it's hard to choose which article to work on. The tool Citation Hunt makes that easier by suggesting random articles, which you can sort by topical category membership. See also External links |
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[SOURCE: https://en.wikipedia.org/wiki/Harvest:_Massive_Encounter] | [TOKENS: 274] |
Contents Harvest: Massive Encounter Harvest: Massive Encounter is a tower defense real-time strategy video game from independent developer and publisher Oxeye Game Studio. It was released on March 5, 2008. The game was awarded a second place in the Swedish Game Awards 2007. Gameplay The game, regardless of mode, leaves the player with a small base with two power generators and three power links. The player would then use the starting money to begin mining operations and setting up defensive lasers. Depending on the game mode, various waves of aliens will approach. The player can build lasers and missile turrets to destroy them. The player can increase the power of a single laser by linking it together with others. This yields a more powerful beam at the expense of the total number of lasers. The missile turrets can be upgraded to either a long range cruise missile that will swarm targets, or storm missiles which have an area of effect but smaller alien detection range. The game features a "creative mode" in which various modes can be emulated. Players can enable "Infinite Money" to creatively construct a base without limitation. Creative mode allows instant placement of enemy ships to test out defenses. Reception Harvest: Massive Encounter received a 5.5 out of 10 (mediocre) from IGN, and a 4 out of 5 from FZ. References External links |
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