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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-24] | [TOKENS: 8773]
Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Christianity] | [TOKENS: 19994]
Contents Christianity Christianity is an Abrahamic monotheistic religion, which states that Jesus is the Son of God and rose from the dead after his crucifixion, whose coming as the messiah (Christ) was prophesied in the Old Testament and chronicled in the New Testament. It is the world's largest and most widespread religion with over 2.3 billion followers, comprising around 28.8% of the world population. Its adherents, known as Christians, are estimated to make up a majority of the population in 120 countries and territories. Christianity remains culturally diverse in its Western and Eastern branches, and doctrinally diverse concerning justification and the nature of salvation, ecclesiology, ordination, and Christology. Most Christian denominations, however, generally hold in common the belief that Jesus is God the Son[note 2]—the Logos incarnated—who ministered, suffered, and died on a cross, but rose from the dead for the salvation of humankind; this message is called the gospel, meaning the "good news". The four canonical gospels of Matthew, Mark, Luke and John describe Jesus' life and teachings as preserved in the early Christian tradition, with the Old Testament as the gospels' respected background. Christianity began in the 1st century, after the death of Jesus, as a Judaic sect with Hellenistic influence in the Roman province of Judaea. The disciples of Jesus spread their faith around the Eastern Mediterranean area, despite significant persecution. The inclusion of Gentiles led Christianity to slowly separate from Judaism in the 2nd century. Emperor Constantine I decriminalized Christianity in the Roman Empire by the Edict of Milan in 313 AD. Later, Constantine convened the Council of Nicaea in 325 AD, where the Nicene Creed was adopted, and where Early Christianity was consolidated into what would become the state religion of the Roman Empire by around 380 AD. The Church of the East and Oriental Orthodoxy both split over differences in Christology during the 5th century, while the Eastern Orthodox Church and the Catholic Church separated in the East–West Schism in the year 1054. Protestantism split into numerous denominations from the Catholic Church during the Reformation era (16th century). Following the Age of Discovery (15th–17th century), Christianity expanded throughout the world via missionary work, evangelism, immigration, and extensive trade. Christianity played a prominent role in the development of Western civilization, particularly in Europe from late antiquity and the Middle Ages. The three main branches of Christianity are Catholicism (1.3 billion people), Protestantism (800 million),[note 3] and Eastern Orthodoxy (300 million), while other prominent branches include Oriental Orthodoxy (60 million) and Restorationism (35 million).[note 4] Smaller church communities number in the thousands. In Christianity, efforts toward unity (ecumenism) are underway. In the West, Christianity remains the dominant religion even with a decline in adherence, with about 70% of that population identifying as Christian. Christianity is growing in Africa and Asia, the world's most populous continents. Many Christians are still persecuted in some regions of the world, particularly where they are a minority, such as in the Middle East, North Africa, East Asia, and South Asia. Etymology Early Jewish Christians referred to themselves as being of 'The Way' (Koine Greek: τῆς ὁδοῦ, romanized: tês hodoû), an expression possibly coming from Isaiah 40:3, "prepare the way of the Lord".[note 5] According to Acts 11:26, the term "Christian" (Χρῑστῐᾱνός, Khrīstiānós), meaning "followers of Christ" and referring to Jesus' disciples, was first used in the city of Antioch by the non-Jewish inhabitants there. The earliest recorded use of the term "Christianity/Christianism" (Χρῑστῐᾱνισμός, Khrīstiānismós) was by Ignatius of Antioch around 100 AD. The name Jesus comes from Ancient Greek: Ἰησοῦς Iēsous, probably from Hebrew/Aramaic: יֵשׁוּעַ Yēšūaʿ. History Christianity developed during the 1st century AD in Judaea as a Jewish Christian sect with Hellenistic influence of Second Temple Judaism. An early Jewish Christian community was founded in Jerusalem under the leadership of the three Pillars of the Church, namely James the Just, Peter, and John. Jewish Christianity soon attracted Gentile God-fearers, posing a problem for its Jewish religious outlook, which insisted on close observance of the Jewish commandments. Paul the Apostle solved this by insisting that salvation by faith in Christ, and participation in his death and resurrection by their baptism, sufficed. At first he persecuted the early Christians, but after a conversion experience he preached to the gentiles, and is regarded as having had a formative effect on the emerging Christian identity as separate from Judaism. Eventually, his departure from Jewish customs would result in the establishment of Christianity as an independent religion. This formative period was followed by the early bishops, whom Christians consider the successors of Christ's apostles. From the year 150, Christian teachers began to produce theological and apologetic works aimed at defending the faith. These authors are known as the Church Fathers, and the study of them is called patristics. Notable early Fathers include Ignatius of Antioch, Polycarp, Justin Martyr, Irenaeus, Tertullian, Clement of Alexandria and Origen. Persecution of Christians occurred intermittently and on a small scale by both Jewish and Roman authorities, with Roman action starting at the time of the Great Fire of Rome in 64 AD. Examples of early executions under Jewish authority reported in the New Testament include the deaths of Saint Stephen and James, son of Zebedee. The Decian persecution was the first empire-wide conflict, when the edict of Decius in 250 AD required everyone in the Roman Empire (except Jews) to perform a sacrifice to the Roman gods. The Diocletianic Persecution beginning in 303 AD was also particularly severe. Roman persecution ended in 313 AD with the Edict of Milan. While Proto-orthodox Christianity was becoming dominant, heterodox sects also existed at the same time, which held radically different beliefs. Gnostic Christianity developed a duotheistic doctrine based on illusion and enlightenment rather than forgiveness of sin. With only a few scriptures overlapping with the developing orthodox canon, most Gnostic texts and Gnostic gospels were eventually considered heretical and suppressed by mainstream Christians. A gradual splitting off of Gentile Christianity left Jewish Christians continuing to follow the Law of Moses, including practices such as circumcision. By the fifth century, they and the Jewish–Christian gospels would be largely suppressed by the dominant sects in both Judaism and Christianity. Christianity spread to Aramaic-speaking peoples along the Mediterranean coast and also to the inland parts of the Roman Empire and beyond that into the Parthian Empire and the later Sasanian Empire, including Mesopotamia, which was dominated at different times and to varying extents by these empires. The presence of Christianity in Africa began in the middle of the 1st century in Egypt and by the end of the 2nd century in the region around Carthage. Mark the Evangelist is claimed to have started the Church of Alexandria in about 43 AD; various later churches claim this as their own legacy, including the Coptic Orthodox Church. Important Africans who influenced the early development of Christianity include Tertullian, Clement of Alexandria, Origen of Alexandria, Cyprian, Athanasius, and Augustine of Hippo. King Tiridates III made Christianity the state religion in Armenia in the early 4th century AD, making Armenia the first officially Christian state. It was not an entirely new religion in Armenia, having penetrated into the country from at least the third century, but it may have been present even earlier. Constantine I was exposed to Christianity in his youth, and throughout his life his support for the religion grew, culminating in baptism on his deathbed. During his reign, state-sanctioned persecution of Christians was ended with the Edict of Toleration in 311 and the Edict of Milan in 313. At that point, Christianity was still a minority belief, comprising perhaps only 5% of the Roman population. Influenced by his adviser Mardonius, Constantine's nephew Julian unsuccessfully tried to suppress Christianity. On 27 February 380, Theodosius I, Gratian, and Valentinian II issued the Edict of Thessalonica establishing Nicene Christianity as the State church of the Roman Empire. As soon as it became connected to the state, Christianity grew wealthy; the Church solicited donations from the rich and could now own land. Constantine was also instrumental in the convocation of the First Council of Nicaea in 325, which sought to address Arianism and formulated the Nicene Creed, which is still used by in Catholicism, Eastern Orthodoxy, Lutheranism, Anglicanism, and many other Protestant churches. Nicaea was the first of a series of ecumenical councils, which formally defined critical elements of the theology of the Church, notably concerning Christology. The Church of the East did not accept the third and following ecumenical councils and is still separate today by its successors (Assyrian Church of the East). In terms of prosperity and cultural life, the Byzantine Empire was one of the peaks in Christian history and Christian civilization, and Constantinople remained the leading city of the Christian world in size, wealth, and culture. There was a renewed interest in classical Greek philosophy, as well as an increase in literary output in vernacular Greek. Byzantine art and literature held a preeminent place in Europe, and the cultural impact of Byzantine art on the West during this period was enormous and of long-lasting significance. The later rise of Islam in North Africa reduced the size and numbers of Christian congregations, leaving in large numbers only the Coptic Church in Egypt, the Ethiopian Orthodox Tewahedo Church in the Horn of Africa and the Nubian Church in the Sudan (Nobatia, Makuria and Alodia). With the decline and fall of the Roman Empire in the West, the papacy became a political player, first visible in Pope Leo's diplomatic dealings with Huns and Vandals. The church also entered into a long period of missionary activity and expansion among the various tribes. While Arianists instituted the death penalty for practicing pagans (see the Massacre of Verden, for example), Catholicism also spread among the Hungarians, the Germanic, the Celtic, the Baltic and some Slavic peoples. Around 500, Christianity was thoroughly integrated into Byzantine and Kingdom of Italy culture and Benedict of Nursia set out his Monastic Rule, establishing a system of regulations for the foundation and running of monasteries. Monasticism became a powerful force throughout Europe, and gave rise to many early centers of learning, most famously in Ireland, Scotland, and Gaul, contributing to the Carolingian Renaissance of the 9th century. In the 7th century, Muslims conquered Syria (including Jerusalem), North Africa, and Spain, converting some of the Christian population to Islam, including some of the Christian populations in pre-Islamic Arabia, and placing the rest under a separate legal status. Part of the Muslims' success was due to the exhaustion of the Byzantine Empire in its decades long conflict with Persia. Beginning in the 8th century, with the rise of Carolingian leaders, the Papacy sought greater political support in the Frankish Kingdom. The Middle Ages brought about major changes within the church. Pope Gregory the Great dramatically reformed the ecclesiastical structure and administration. In the early 8th century, iconoclasm became a divisive issue, when it was sponsored by the Byzantine emperors. The Second Ecumenical Council of Nicaea (787) finally pronounced in favor of icons. In the early 10th century, Western Christian monasticism was further rejuvenated through the leadership of the great Benedictine monastery of Cluny. In the West, from the 11th century onward, some older cathedral schools became universities (see, for example, University of Oxford, University of Paris and University of Bologna). Previously, higher education had been the domain of Christian cathedral schools or monastic schools (Scholae monasticae), led by monks and nuns. Evidence of such schools dates back to the 6th century AD. These new universities expanded the curriculum to include academic programs for clerics, lawyers, civil servants, and physicians. The university is generally regarded as an institution that has its origin in the Medieval Christian setting. Accompanying the rise of the "new towns" throughout Europe, mendicant orders were founded, bringing the consecrated religious life out of the monastery and into the new urban setting. The two principal mendicant movements were the Franciscans and the Dominicans, founded by Francis of Assisi and Dominic, respectively. Both orders made significant contributions to the development of the great universities of Europe. Another new order was the Cistercians, whose large, isolated monasteries spearheaded the settlement of former wilderness areas. In this period, church building and ecclesiastical architecture reached new heights, culminating in the orders of Romanesque and Gothic architecture and the building of the great European cathedrals. Christian nationalism emerged during this era in which Christians felt the desire to recover lands in which Christianity had historically flourished. From 1095 under the pontificate of Urban II, the First Crusade was launched. These were a series of military campaigns in the Holy Land and elsewhere, initiated in response to pleas from the Byzantine Emperor Alexios I for aid against Turkish expansion. The Crusades ultimately failed to stifle Islamic aggression and even contributed to Christian enmity with the sacking of Constantinople during the Fourth Crusade. The Christian Church experienced internal conflict between the 7th and 13th centuries that resulted in a schism between the Latin Church of Western Christianity branch, the now-Catholic Church, and an Eastern, largely Greek, branch (the Eastern Orthodox Church). The two sides disagreed on a number of administrative, liturgical and doctrinal issues, most prominently Eastern Orthodox opposition to papal supremacy. The Second Council of Lyon (1274) and the Council of Florence (1439) attempted to reunite the churches, but in both cases, the Eastern Orthodox refused to implement the decisions, and the two principal churches remain in schism to the present day. However, the Catholic Church has achieved union with various smaller eastern churches. In the thirteenth century, a new emphasis on Jesus' suffering, exemplified by the Franciscans' preaching, had the consequence of turning worshippers' attention towards Jews, on whom Christians had placed the blame for Jesus' death. Christianity's limited tolerance of Jews was not new—Augustine of Hippo said that Jews should not be allowed to enjoy the citizenship that Christians took for granted—but the growing antipathy towards Jews was a factor that led to the expulsion of Jews from England in 1290, the first of many such expulsions in Europe. Beginning around 1184, following the crusade against Cathar heresy, various institutions, broadly referred to as the Inquisition, were established with the aim of suppressing heresy and securing religious and doctrinal unity within Christianity through conversion and prosecution. The 15th-century Renaissance brought about a renewed interest in ancient and classical learning. During the Reformation, Martin Luther posted the Ninety-five Theses 1517 against the sale of indulgences. Printed copies soon spread throughout Europe. In 1521 the Edict of Worms condemned and excommunicated Luther and his followers, resulting in the schism of the Western Christendom into several branches. Other reformers like Zwingli, Oecolampadius, Calvin, Knox, and Arminius further criticized Catholic teaching and worship. These challenges developed into the movement called Protestantism, which repudiated the primacy of the pope, the role of tradition, the seven sacraments, and other doctrines and practices. The Reformation in England began in 1534, when King Henry VIII had himself declared head of the Church of England. Beginning in 1536, the monasteries throughout England, Wales and Ireland were dissolved. Thomas Müntzer, Andreas Karlstadt and other theologians perceived both the Catholic Church and the confessions of the Magisterial Reformation as corrupted. Their activity brought about the Radical Reformation, which gave birth to various Anabaptist denominations. Partly in response to the Protestant Reformation, the Catholic Church engaged in a substantial process of reform and renewal, known as the Counter-Reformation or Catholic Reform. The Council of Trent clarified and reasserted Catholic doctrine. During the following centuries, competition between Catholicism and Protestantism became deeply entangled with political struggles among European states. Meanwhile, the discovery of America by Christopher Columbus in 1492 brought about a new wave of missionary activity. Partly from missionary zeal, but under the impetus of colonial expansion by the European powers, Christianity spread to the Americas, Oceania, East Asia and sub-Saharan Africa. Throughout Europe, the division caused by the Reformation led to outbreaks of religious violence and the establishment of separate state churches in Europe. Lutheranism spread into the northern, central, and eastern parts of present-day Germany, Livonia, and Scandinavia. Anglicanism was established in England in 1534. Calvinism and its varieties, such as Presbyterianism, were introduced in Scotland, the Netherlands, Hungary, Switzerland, and France. Arminianism gained followers in the Netherlands and Frisia. Ultimately, these differences led to the outbreak of conflicts in which religion played a key factor. The Thirty Years' War, the English Civil War, and the French Wars of Religion are prominent examples. These events intensified the Christian debate on persecution and toleration. In the revival of neoplatonism Renaissance humanists did not reject Christianity; quite the contrary, many of the greatest works of the Renaissance were devoted to it, and the Catholic Church patronized many works of Renaissance art. Much, if not most, of the new art was commissioned by or in dedication to the Church. Some scholars and historians attribute Christianity to having contributed to the rise of the Scientific Revolution. Many well-known historical figures who influenced Western science considered themselves Christian such as Nicolaus Copernicus, Galileo Galilei, Johannes Kepler, Isaac Newton and Robert Boyle. In the era known as the Great Divergence, when in the West, the Age of Enlightenment and the Scientific Revolution brought about great societal changes, Christianity was confronted with various forms of skepticism and with certain modern political ideologies, such as versions of socialism and liberalism. Events ranged from mere anti-clericalism to violent outbursts against Christianity, such as the dechristianization of France during the French Revolution, the Spanish Civil War, and certain Marxist movements, especially the Russian Revolution and the persecution of Christians in the Soviet Union under state atheism. Especially pressing in Europe was the formation of nation states after the Napoleonic era. In all European countries, different Christian denominations found themselves in competition to greater or lesser extents with each other and with the state. Variables were the relative sizes of the denominations and the religious, political, and ideological orientation of the states. Urs Altermatt of the University of Fribourg, looking specifically at Catholicism in Europe, identifies four models for the European nations. In traditionally Catholic-majority countries such as Belgium, Spain, and Austria, to some extent, religious and national communities are more or less identical. Cultural symbiosis and separation are found in Poland, the Republic of Ireland, and Switzerland, all countries with competing denominations. Competition is found in Germany, the Netherlands, and again Switzerland, all countries with minority Catholic populations, which to a greater or lesser extent identified with the nation. Finally, separation between religion (again, specifically Catholicism) and the state is found to a great degree in France and Italy, countries where the state actively opposed itself to the authority of the Catholic Church. The combined factors of the formation of nation states and ultramontanism, especially in Germany and the Netherlands, but also in England to a much lesser extent, often forced Catholic churches, organizations, and believers to choose between the national demands of the state and the authority of the Church, specifically the papacy. This conflict came to a head in the First Vatican Council, and in Germany would lead directly to the Kulturkampf. Christian commitment in Europe dropped as modernity and secularism came into their own, particularly in the Czech Republic and Estonia, while religious commitments in America have been generally high in comparison to Europe. Changes in worldwide Christianity over the last century have been significant, since 1900, Christianity has spread rapidly in the Global South and Third World countries. The late 20th century has shown the shift of Christian adherence to the Third World and the Southern Hemisphere in general, with the West no longer the chief standard bearer of Christianity. Approximately 7 to 10% of Arabs are Christians, most prevalent in Egypt, Syria and Lebanon. Beliefs While Christians worldwide share basic convictions, there are differences of interpretations and opinions of the Bible and sacred traditions on which Christianity is based. Christianity encompasses various movements of Christian theology, the main ones being conservative fundamentalist or moderate, liberal and progressive. Concise doctrinal statements or confessions of religious beliefs are known as creeds. They began as baptismal formulae and were later expanded during the Christological controversies of the 4th and 5th centuries to become statements of faith. "Jesus is Lord" is the earliest creed of Christianity and continues to be used, as with the World Council of Churches. The Apostles' Creed is the most widely accepted statement of the articles of Christian faith. It is used by a number of Christian denominations for both liturgical and catechetical purposes, most visibly by liturgical churches of Western Christian tradition, including the Latin Church of the Catholic Church, Lutheranism, Anglicanism, and Western Rite Orthodoxy. It is also used by Presbyterians, Methodists, and Congregationalists. This particular creed was developed between the 2nd and 9th centuries. Its central doctrines are those of the Trinity and God the Creator. Each of the doctrines found in this creed can be traced to statements current in the apostolic period. The creed was apparently used as a summary of Christian doctrine for baptismal candidates in the churches of Rome. Its points include: The Nicene Creed was formulated, largely in response to Arianism, at the Councils of Nicaea and Constantinople in 325 and 381 respectively, and ratified as the universal creed of Christendom by the First Council of Ephesus in 431. The Chalcedonian Definition, or Creed of Chalcedon, developed at the Council of Chalcedon in 451, though rejected by the Oriental Orthodox, taught Christ "to be acknowledged in two natures, inconfusedly, unchangeably, indivisibly, inseparably": one divine and one human, and that both natures, while perfect in themselves, are nevertheless also perfectly united into one person. The Athanasian Creed, received in the Western Church as having the same status as the Nicene and Chalcedonian, says: "We worship one God in Trinity, and Trinity in Unity; neither confounding the Persons nor dividing the Substance". Most Christians (Catholic, Eastern Orthodox, Oriental Orthodox, and Protestant alike) accept the use of creeds and subscribe to at least one of the creeds mentioned above. Certain Evangelical Protestants, though not all of them, reject creeds as definitive statements of faith, even while agreeing with some or all of the substance of the creeds. Also rejecting creeds are groups with roots in the Restoration Movement, such as the Christian Church (Disciples of Christ), the Evangelical Christian Church in Canada, and the Churches of Christ.: 14–15 : 123 The central tenet of Christianity is the belief in Jesus as the Son of God[note 2] and the Messiah (Christ). Christians believe that Jesus, as the Messiah, was anointed by God as savior of humanity and hold that Jesus' coming was the fulfillment of messianic prophecies of the Old Testament. The Christian concept of messiah differs significantly from the contemporary Jewish concept. The core Christian belief is that through belief in and acceptance of the death and resurrection of Jesus, sinful humans can be reconciled to God, and thereby are offered salvation and the promise of eternal life. While there have been many theological disputes over the nature of Jesus over the earliest centuries of Christian history, generally, Christians believe that Jesus is God incarnate and "true God and true man" (or both fully divine and fully human). Jesus, having become fully human, suffered the pains and temptations of a mortal man, but did not sin. As fully God, he rose to life again. According to the New Testament, he rose from the dead, ascended to heaven, is seated at the right hand of the Father, and will ultimately return to fulfill the rest of the Messianic prophecy, including the resurrection of the dead, the Last Judgment, and the final establishment of the Kingdom of God. According to the canonical gospels of Matthew and Luke, Jesus was conceived by the Holy Spirit and born from the Virgin Mary. Little of Jesus' childhood is recorded in the canonical gospels, although infancy gospels were popular in antiquity. In comparison, his adulthood, especially the week before his death, is well documented in the gospels contained within the New Testament, because that part of his life is believed to be most important. The biblical accounts of Jesus' ministry include: his baptism, miracles, preaching, teaching, and deeds. Christians consider the resurrection of Jesus to be the cornerstone of their faith (see 1 Corinthians 15). Among Christian beliefs, the death and resurrection of Jesus are two core events on which much of Christian doctrine and theology is based. According to the New Testament, Jesus was crucified, died a physical death, was buried within a tomb, and rose from the dead three days later. The New Testament mentions several post-resurrection appearances of Jesus on different occasions to his twelve apostles and disciples, including "more than five hundred brethren at once", before Jesus' ascension to heaven. Jesus' death and resurrection are commemorated by Christians in all worship services, with special emphasis during Holy Week, which includes Good Friday and Easter Sunday. The death and resurrection of Jesus are usually considered the most important events in Christian theology, partly because they demonstrate that Jesus has power over life and death and therefore has the authority and power to give people eternal life. Christian churches accept and teach the New Testament account of the resurrection of Jesus with very few exceptions. Some modern scholars use the belief of Jesus' followers in the resurrection as a point of departure for establishing the continuity of the historical Jesus and the proclamation of the early church. Some liberal Christians do not accept a literal bodily resurrection, seeing the story as richly symbolic and spiritually nourishing myth. Arguments over death and resurrection claims occur at many religious debates and interfaith dialogues. Paul the Apostle, an early Christian convert and missionary, wrote, "If Christ was not raised, then all our preaching is useless, and your trust in God is useless". "For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life". Paul the Apostle, like Jews and Roman pagans of his time, believed that sacrifice can bring about new kinship ties, purity, and eternal life. For Paul, the necessary sacrifice was the death of Jesus: Gentiles who are "Christ's" are, like Israel, descendants of Abraham and "heirs according to the promise" The God who raised Jesus from the dead would also give new life to the "mortal bodies" of Gentile Christians, who had become with Israel, the "children of God", and were therefore no longer "in the flesh". Modern Christian churches tend to be much more concerned with how humanity can be saved from a universal condition of sin and death than the question of how both Jews and Gentiles can be in God's family. According to Eastern Orthodox theology, based upon their understanding of the atonement as put forward by Irenaeus' recapitulation theory, Jesus' death is a ransom. This restores the relation with God, who is loving and reaches out to humanity, and offers the possibility of theosis c.q. divinization, becoming the kind of humans God wants humanity to be. According to Catholic doctrine, Jesus' death satisfies the wrath of God, aroused by the offense to God's honor caused by human's sinfulness. The Catholic Church teaches that salvation does not occur without faithfulness on the part of Christians; converts must live in accordance with principles of love and ordinarily must be baptized. In Protestant theology, Jesus' death is regarded as a substitutionary penalty carried by Jesus, for the debt that has to be paid by humankind when it broke God's moral law. Christians differ in their views on the extent to which individuals' salvation is pre-ordained by God. Reformed theology places distinctive emphasis on grace by teaching that individuals are completely incapable of self-redemption, but that sanctifying grace is irresistible. In contrast Catholics, Orthodox Christians, and Arminian Protestants believe that the exercise of free will is necessary to have faith in Jesus. Trinity refers to the teaching that the one God comprises three distinct, eternally co-existing persons: the Father, the Son (incarnate in Jesus Christ) and the Holy Spirit. Together, these three persons are sometimes called the Godhead, although there is no single term in use in Scripture to denote the unified Godhead. In the words of the Athanasian Creed, an early statement of Christian belief, "the Father is God, the Son is God, and the Holy Spirit is God, and yet there are not three Gods but one God". They are distinct from another: the Father has no source, the Son is begotten of the Father, and the Spirit proceeds from the Father. Though distinct, the three persons cannot be divided from one another in being or in operation. While some Christians also believe that God appeared as the Father in the Old Testament, it is agreed that he appeared as the Son in the New Testament and will still continue to manifest as the Holy Spirit in the present. But still, God still existed as three persons in each of these times. However, traditionally there is a belief that it was the Son who appeared in the Old Testament because, for example, when the Trinity is depicted in art, the Son typically has the distinctive appearance, a cruciform halo identifying Christ, and in depictions of the Garden of Eden, this looks forward to an Incarnation yet to occur. In some Early Christian sarcophagi, the Logos is distinguished with a beard, "which allows him to appear ancient, even pre-existent". The Trinity is an essential doctrine of mainstream Christianity. From earlier than the times of the Nicene Creed (325) Christianity advocated the triune mystery-nature of God as a normative profession of faith. According to Roger E. Olson and Christopher Hall, through prayer, meditation, study and practice, the Christian community concluded "that God must exist as both a unity and trinity", codifying this in ecumenical council at the end of the 4th century. According to this doctrine, God is not divided in the sense that each person has a third of the whole; rather, each person is considered to be fully God (see Perichoresis). The distinction lies in their relations, the Father being unbegotten; the Son being begotten of the Father; and the Holy Spirit proceeding from the Father and (in Western Christian theology) from the Son. Regardless of this apparent difference, the three "persons" are each eternal and omnipotent. Other Christian religions including Unitarian Universalism, Jehovah's Witnesses, and Mormonism, do not share those views on the Trinity. The Greek word trias[note 6] is first seen in this sense in the works of Theophilus of Antioch; his text reads: "of the Trinity, of God, and of His Word, and of His Wisdom". The term may have been in use before this time; its Latin equivalent,[note 6] trinitas, appears afterwards with an explicit reference to the Father, the Son, and the Holy Spirit, in Tertullian. In the following century, the word was in general use. It is found in many passages of Origen. Trinitarianism denotes Christians who believe in the concept of the Trinity. Almost all Christian denominations and churches hold Trinitarian beliefs. Although the words "Trinity" and "Triune" do not appear in the Bible, beginning in the 3rd century theologians developed the term and concept to facilitate apprehension of the New Testament teachings of God as being Father, Son, and Holy Spirit. Since that time, Christian theologians have been careful to emphasize that Trinity does not imply that there are three gods (the antitrinitarian heresy of Tritheism), nor that each hypostasis of the Trinity is one-third of an infinite God (partialism), nor that the Son and the Holy Spirit are beings created by and subordinate to the Father (Arianism). Rather, the Trinity is defined as one God in three persons. Nontrinitarianism (or antitrinitarianism) refers to theology that rejects the doctrine of the Trinity. Various nontrinitarian views, such as adoptionism or modalism, existed in early Christianity, leading to disputes about Christology. Nontrinitarianism reappeared in the Gnosticism of the Cathars between the 11th and 13th centuries, among groups with Unitarian theology in the Protestant Reformation of the 16th century, in the 18th-century Enlightenment, among Restorationist groups arising during the Second Great Awakening of the 19th century, and most recently, in Oneness Pentecostal churches. The end of things, whether the end of an individual life, the end of the age, or the end of the world, broadly speaking, is Christian eschatology; the study of the destiny of humans as it is revealed in the Bible. The major issues in Christian eschatology are the Tribulation, death and the afterlife, (mainly for Evangelical groups) the Millennium and the following Rapture, the Second Coming of Jesus, Resurrection of the Dead, Heaven, (for liturgical branches) Purgatory, and Hell, the Last Judgment, the end of the world, and the New Heavens and New Earth. Christians believe that the second coming of Christ will occur at the end of time, after a period of severe persecution (the Great Tribulation). All who have died will be resurrected bodily from the dead for the Last Judgment. Jesus will fully establish the Kingdom of God in fulfillment of scriptural prophecies. Most Christians believe that human beings experience divine judgment and are rewarded either with eternal life or eternal damnation. This includes the general judgement at the resurrection of the dead as well as the belief (held by Catholics, Orthodox and most Protestants) in a judgment particular to the individual soul after physical death. In the Catholic branch of Christianity, those who die in a state of grace, i.e., without any mortal sin separating them from God, but are still imperfectly purified from the effects of sin, undergo purification through the intermediate state of purgatory to achieve the holiness necessary for entrance into God's presence. Those who have attained this goal are called saints (Latin sanctus, "holy"). Some Christian groups, such as Seventh-day Adventists, hold to mortalism, the belief that the human soul is not naturally immortal, and is unconscious during the intermediate state between bodily death and resurrection. These Christians also hold to Annihilationism, the belief that subsequent to the final judgement, the wicked will cease to exist rather than suffer everlasting torment. Jehovah's Witnesses hold to a similar view. Practices Depending on the specific denomination of Christianity, practices may include baptism, the Eucharist (Holy Communion or the Lord's Supper), prayer (including the Lord's Prayer), confession, confirmation, burial rites, marriage rites and the religious education of children. Most denominations have ordained clergy who lead regular communal worship services. Christian rites, rituals, and ceremonies are not celebrated in one single sacred language. Many ritualistic Christian churches make a distinction between sacred language, liturgical language and vernacular language. The three important languages in the early Christian era were: Latin, Greek and Syriac. Services of worship typically follow a pattern or form known as liturgy.[note 7] Justin Martyr described 2nd-century Christian liturgy in his First Apology (c. 150) to Emperor Antoninus Pius, and his description remains relevant to the basic structure of Christian liturgical worship: And Sundays, all who live in cities or in the country gather together to one place, and the memoirs of the apostles or the writings of the prophets are read, as long as time permits; then, when the reader has ceased, the president verbally instructs, and exhorts to the imitation of these good things. Then we all rise together and pray, and, as we before said, when our prayer is ended, bread and wine and water are brought, and the president in like manner offers prayers and thanksgivings, according to his ability, and the people assent, saying Amen; and there is a distribution to each, and a participation of that over which thanks have been given, and to those who are absent a portion is sent by the deacons. And they who are well to do, and willing, give what each thinks fit; and what is collected is deposited with the president, who succours the orphans and widows and those who, through sickness or any other cause, are in want, and those who are in bonds and the strangers sojourning among us, and in a word takes care of all who are in need. Thus, as Justin described, Christians assemble for communal worship typically on Sunday, the Lord's Day, though other liturgical practices often occur outside this setting. Scripture readings are drawn from the Old and New Testaments, but especially the gospels.[note 8] Instruction is given based on these readings, in the form of a sermon or homily. There are a variety of congregational prayers, including thanksgiving, confession, and intercession, which occur throughout the service and take a variety of forms including recited, responsive, silent, or sung. Psalms, hymns, worship songs, and other church music may be sung. Services can be varied for special events like significant feast days. Nearly all forms of worship incorporate the Eucharist, which consists of a meal. It is reenacted in accordance with Jesus' instruction at the Last Supper that his followers do in remembrance of him as when he gave his disciples bread, saying, "This is my body", and gave them wine saying, "This is my blood". In the early church, Christians and those yet to complete initiation would separate for the Eucharistic part of the service. Some denominations such as Confessional Lutheran churches continue to practice 'closed communion'. They offer communion to those who are already united in that denomination or sometimes individual church. Catholics further restrict participation to their members who are not in a state of mortal sin. Many other churches, such as Anglican Communion and the Methodist Churches (such as the Free Methodist Church and United Methodist Church), practice 'open communion' since they view communion as a means to unity, rather than an end, and invite all believing Christians to participate. And this food is called among us Eukharistia [the Eucharist], of which no one is allowed to partake but the man who believes that the things which we teach are true, and who has been washed with the washing that is for the remission of sins, and unto regeneration, and who is so living as Christ has enjoined. For not as common bread and common drink do we receive these; but in like manner as Jesus Christ our Savior, having been made flesh by the Word of God, had both flesh and blood for our salvation, so likewise have we been taught that the food which is blessed by the prayer of His word, and from which our blood and flesh by transmutation are nourished, is the flesh and blood of that Jesus who was made flesh. In Christian belief and practice, a sacrament is a rite, instituted by Christ, that confers grace, constituting a sacred mystery. The term is derived from the Latin word sacramentum, which was used to translate the Greek word for mystery. Views concerning both which rites are sacramental, and what it means for an act to be a sacrament, vary among Christian denominations and traditions. The most conventional functional definition of a sacrament is that it is an outward sign, instituted by Christ, that conveys an inward, spiritual grace through Christ. The two most widely accepted sacraments are Baptism and the Eucharist; however, the majority of Christians also recognize five additional sacraments: Confirmation (Chrismation in the Eastern tradition), Holy Orders (or ordination), Penance (or Confession), Anointing of the Sick, and Matrimony (see Christian views on marriage). Taken together, these are the Seven Sacraments as recognized by churches in the High Church tradition—notably Catholic, Eastern Orthodox, Oriental Orthodox, Independent Catholic, Old Catholic, some Lutherans and Anglicans. Most other denominations and traditions typically affirm only Baptism and Eucharist as sacraments, while some Protestant groups, such as the Quakers, reject sacramental theology. Certain denominations of Christianity, such as Anabaptists, use the term "ordinances" to refer to rites instituted by Jesus for Christians to observe. Seven ordinances have been taught in many Conservative Mennonite Anabaptist churches, which include "baptism, communion, footwashing, marriage, anointing with oil, the holy kiss, and the prayer covering". In addition to this, the Church of the East has two additional sacraments in place of the traditional sacraments of Matrimony and the Anointing of the Sick. These include Holy Leaven (Melka) and the sign of the cross. The Schwarzenau Brethren Anabaptist churches, such as the Dunkard Brethren Church, observe the agape feast (lovefeast), a rite also observed by Moravian Church and Methodist Churches. Catholics, Eastern Christians, Lutherans, Anglicans and other traditional Protestant communities frame worship around the liturgical year. The liturgical cycle divides the year into a series of seasons, each with their theological emphases, and modes of prayer, which can be signified by different ways of decorating churches, colors of paraments and vestments for clergy, scriptural readings, themes for preaching and even different traditions and practices often observed personally or in the home. Western Christian liturgical calendars are based on the cycle of the Roman Rite of the Catholic Church, and Eastern Christians use analogous calendars based on the cycle of their respective rites. Calendars set aside holy days, such as solemnities which commemorate an event in the life of Jesus, Mary, or the saints, and periods of fasting, such as Lent and other pious events such as memoria, or lesser festivals commemorating saints. Christian groups that do not follow a liturgical tradition often retain certain celebrations, such as Christmas, Easter, and Pentecost: these are the celebrations of Christ's birth, resurrection, and the descent of the Holy Spirit upon the Church, respectively. A few denominations such as Quaker Christians make no use of a liturgical calendar. Most Christian denominations have not generally practiced aniconism, the avoidance or prohibition of devotional images, even if early Jewish Christians, invoking the Decalogue's prohibition of idolatry, avoided figures in their symbols. The cross, today one of the most widely recognized symbols, was used by Christians from the earliest times. Tertullian, in his book De Corona, tells how it was already a tradition for Christians to trace the sign of the cross on their foreheads. Although the cross was known to the early Christians, the crucifix did not appear in use until the 5th century. Among the earliest Christian symbols, that of the fish or Ichthys seems to have ranked first in importance, as seen on monumental sources such as tombs from the first decades of the 2nd century. Its popularity seemingly arose from the Greek word ichthys (fish) forming an acrostic for the Greek phrase Iesous Christos Theou Yios Soter (Ἰησοῦς Χριστός, Θεοῦ Υἱός, Σωτήρ),[note 9] (Jesus Christ, Son of God, Savior), a concise summary of Christian faith. Other major Christian symbols include the chi-rho monogram, the dove and olive branch (symbolic of the Holy Spirit), the sacrificial lamb (representing Christ's sacrifice), the vine (symbolizing the connection of the Christian with Christ) and many others. These all derive from passages of the New Testament. Baptism is the ritual act, with the use of water, by which a person is admitted to membership of the Church. Beliefs on baptism vary among denominations. Differences occur firstly on whether the act has any spiritual significance. Some, such as the Catholic and Eastern Orthodox churches, as well as Lutherans and Anglicans, hold to the doctrine of baptismal regeneration, which affirms that baptism creates or strengthens a person's faith, and is intimately linked to salvation. Baptists and Plymouth Brethren view baptism as a purely symbolic act, an external public declaration of the inward change which has taken place in the person, but not as spiritually efficacious. Secondly, there are differences of opinion on the methodology (or mode) of the act. These modes are: by immersion; if immersion is total, by submersion; by affusion (pouring); and by aspersion (sprinkling). Those who hold the first view may also adhere to the tradition of infant baptism; the Orthodox Churches all practice infant baptism and always baptize by total immersion repeated three times in the name of the Father, the Son, and the Holy Spirit. The Lutheran Church and the Catholic Church also practice infant baptism, usually by affusion, and using the Trinitarian formula. Anabaptist Christians practice believer's baptism, in which an adult chooses to receive the ordinance after making a decision to follow Jesus. Anabaptist denominations such as the Mennonites, Amish and Hutterites use pouring as the mode to administer believer's baptism, whereas Anabaptists of the Schwarzenau Brethren and River Brethren traditions baptize by immersion. "... 'Our Father in heaven, hallowed be your name. Your kingdom come. Your will be done on earth as it is in heaven. Give us today our daily bread. Forgive us our debts, as we also forgive our debtors. Lead us not into temptation, but deliver us from evil'". In the Gospel of Saint Matthew, Jesus taught the Lord's Prayer, which has been seen as a model for Christian prayer. The injunction for Christians to pray the Lord's prayer thrice daily was given in the Didache and came to be recited by Christians at 9 am, 12 pm, and 3 pm. In the second century Apostolic Tradition, Hippolytus instructed Christians to pray at seven fixed prayer times: "on rising, at the lighting of the evening lamp, at bedtime, at midnight" and "the third, sixth and ninth hours of the day, being hours associated with Christ's Passion". Prayer positions, including kneeling, standing, and prostrations have been used for these seven fixed prayer times since the days of the early Church. Breviaries such as the Shehimo and Agpeya are used by Oriental Orthodox Christians to pray these canonical hours while facing in the eastward direction of prayer. The Apostolic Tradition directed that the sign of the cross be used by Christians during the minor exorcism of baptism, during ablutions before praying at fixed prayer times, and in times of temptation. Intercessory prayer is prayer offered for the benefit of other people. There are many intercessory prayers recorded in the Bible, including prayers of the Apostle Peter on behalf of sick persons and by prophets of the Old Testament in favor of other people. In the Epistle of James, no distinction is made between the intercessory prayer offered by ordinary believers and the prominent Old Testament prophet Elijah. The effectiveness of prayer in Christianity derives from the power of God rather than the status of the one praying. The ancient church, in both Eastern and Western Christianity, developed a tradition of asking for the intercession of (deceased) saints, and this remains the practice of most Eastern Orthodox, Oriental Orthodox, Catholic, and some Lutheran and Anglican churches. Apart from certain sectors within the latter two denominations, other Churches of the Protestant Reformation, however, rejected prayer to the saints, largely on the basis of the sole mediatorship of Christ. The reformer Huldrych Zwingli admitted that he had offered prayers to the saints until his reading of the Bible convinced him that this was idolatrous. According to the Catechism of the Catholic Church: "Prayer is the raising of one's mind and heart to God or the requesting of good things from God". The Book of Common Prayer in the Anglican tradition is a guide which provides a set order for services, containing set prayers, scripture readings, and hymns or sung Psalms. Frequently in Western Christianity, when praying, the hands are placed palms together and forward as in the feudal commendation ceremony. At other times the older orans posture may be used, with palms up and elbows in. Most Christian churches in the world only support marriage between a man and a woman. Some Christian churches allow local churches to decide about blessings of same-sex marriage. Some international networks of Affirming churches support blessings of same-sex marriage, such the Association of Welcoming and Affirming Baptists, Ecumenical Catholic Church, Metropolitan Community Church, Reconciling Ministries Network (Methodist), The Covenant Network (Pentecostal). Scriptures Christianity, like other religions, has adherents whose beliefs and biblical interpretations vary. Christianity regards the biblical canon, the Old Testament and the New Testament, as the inspired word of God. The traditional view of inspiration is that God worked through human authors so that what they produced was what God wished to communicate. The Greek word referring to inspiration in 2 Timothy 3:16 is theopneustos, which literally means "God-breathed". Some believe that divine inspiration makes present Bibles inerrant, while others claim inerrancy for the Bible in its original manuscripts, although none of those are extant. Still others maintain that only a particular translation is inerrant, such as the King James Version. Another closely related view is biblical infallibility or limited inerrancy, which affirms that the Bible is free of error as a guide to salvation, but may include errors on matters such as history, geography, or science. The canon of the Old Testament accepted by Protestant churches, which is only the Tanakh (the canon of the Hebrew Bible), is shorter than that accepted by the Orthodox and Catholic churches which also include the deuterocanonical books which appear in the Septuagint, the Orthodox canon being slightly larger than the Catholic; Protestants regard the latter as apocryphal, important historical documents which help to inform the understanding of words, grammar, and syntax used in the historical period of their conception. Some versions of the Bible include a separate Apocrypha section between the Old Testament and the New Testament. The New Testament, originally written in Koine Greek, contains 27 books which are agreed upon by all major churches. Some denominations have additional canonical holy scriptures beyond the Bible, including the standard works of the Latter Day Saints movement and Divine Principle in the Unification Church. In antiquity, two schools of exegesis developed in Alexandria and Antioch. The Alexandrian interpretation, exemplified by Origen, tended to read Scripture allegorically, while the Antiochene interpretation adhered to the literal sense, holding that other meanings (called theoria) could only be accepted if based on the literal meaning. Catholic theology distinguishes two senses of scripture: the literal and the spiritual. The literal sense of understanding scripture is the meaning conveyed by the words of Scripture. The spiritual sense is further subdivided into: Regarding exegesis, following the rules of sound interpretation, Catholic theology holds: Many Protestant Christians, such as Lutherans and the Reformed, believe in the doctrine of sola scriptura—that the Bible is a self-sufficient revelation, the final authority on all Christian doctrine, and revealed all truth necessary for salvation; other Protestant Christians, such as Methodists and Anglicans, affirm the doctrine of prima scriptura which teaches that Scripture is the primary source for Christian doctrine, but that "tradition, experience, and reason" can nurture the Christian religion as long as they are in harmony with the Bible. Protestants characteristically believe that ordinary believers may reach an adequate understanding of Scripture because Scripture itself is clear in its meaning (or "perspicuous"). Martin Luther believed that without God's help, Scripture would be "enveloped in darkness". He advocated for "one definite and simple understanding of Scripture". John Calvin wrote, "all who refuse not to follow the Holy Spirit as their guide, find in the Scripture a clear light". Related to this is "efficacy", that Scripture is able to lead people to faith; and "sufficiency", that the Scriptures contain everything that one needs to know to obtain salvation and to live a Christian life. Protestants stress the meaning conveyed by the words of Scripture, the historical-grammatical method. The historical-grammatical method or grammatico-historical method is an effort in Biblical hermeneutics to find the intended original meaning in the text. This original intended meaning of the text is drawn out through examination of the passage in light of the grammatical and syntactical aspects, the historical background, the literary genre, as well as theological (canonical) considerations. The historical-grammatical method distinguishes between the one original meaning and the significance of the text. The significance of the text includes the ensuing use of the text or application. The original passage is seen as having only a single meaning or sense. As Milton S. Terry said: "A fundamental principle in grammatico-historical exposition is that the words and sentences can have but one significance in one and the same connection. The moment we neglect this principle we drift out upon a sea of uncertainty and conjecture". Technically speaking, the grammatical-historical method of interpretation is distinct from the determination of the passage's significance in light of that interpretation. Taken together, both define the term (Biblical) hermeneutics. Some Protestant interpreters make use of typology. Demographics With around 2.3 billion adherents according to a 2020 estimation by Pew Research Center, split into three main branches of Catholic, Protestant, and Eastern Orthodox, Christianity is the world's largest religion. High birth rates and conversions in the global South were cited as the reasons for the Christian population growth. For the last hundred years, the Christian share has stood at around 33% of the world population. This masks a major shift in the demographics of Christianity; large increases in the developing world have been accompanied by substantial declines in the developed world, mainly in Western Europe and North America. Based on the 2020 population estimate, Christians comprise 28.8% of the world's population. 46.8% of the christian population is concentrated in 10 countries: United States (over 210 million), Brazil (over 160 million), Mexico (over 110 million), Philippines and Russia (each one over 100 million), Nigeria and Congo (each one over 90 million), Ethiopia (over 70 million), South Africa (over 50 million) and Italy (over 40 million). Based on a 2015 Pew Research Center study, within the next four decades, Christianity will remain the largest religion; and by 2050, the Christian population is expected to exceed 3 billion.: 60 According to some scholars, Christianity ranks at first place in net gains through religious conversion. As a percentage of Christians, the Catholic Church and Orthodoxy (both Eastern and Oriental) are declining in some parts of the world (though Catholicism is growing in Asia, in Africa, vibrant in Eastern Europe, etc.), while Protestants and other Christians are on the rise in the developing world. The so-called popular Protestantism[note 10] is one of the fastest growing religious categories in the world. Nevertheless, Catholicism will also continue to grow to 1.63 billion by 2050, according to Todd Johnson of the Center for the Study of Global Christianity. Africa alone, by 2015, will be home to 230 million African Catholics. According to Pew Research Center, Africa is expected to be home to 1.1 billion African Christians by 2050. In 2010, 87% of the world's Christian population lived in countries where Christians are in the majority, while 13% of the world's Christian population lived in countries where Christians are in the minority. Christianity is the predominant religion in Europe, the Americas, Oceania, and Sub-Saharan Africa. There are also large Christian communities in other parts of the world, such as Central Asia, the Middle East and North Africa, East Asia, Southeast Asia, and the Indian subcontinent. In Asia, it is the dominant religion in Armenia, Cyprus, Georgia, East Timor, and the Philippines. However, it is declining in some areas including the northern and western United States, some areas in Oceania (Australia and New Zealand), northern Europe (including Great Britain, Scandinavia and other places), France, Germany, Canada, and some parts of Asia (especially the Middle East, due to the Christian emigration, and Macau). The total Christian population is not decreasing in Brazil and the southern United States, however, the percentage of the population identifying as Christian is in decline. Since the fall of communism, the proportion of Christians has been largely stable in Central Europe, except in the Czech Republic. On the other hand, Christianity is growing rapidly in both numbers and percentages in Eastern Europe, China, other Asian countries, Sub-Saharan Africa, Latin America, North Africa (Maghreb), Gulf Cooperation Council countries, Muslim world, and Oceania. Despite a decline in adherence in the West, Christianity remains the dominant religion in the region, with about 70% of that population identifying as Christian. Christianity remains the largest religion in Western Europe, where 71% of Western Europeans identified themselves as Christian in 2018. A 2011 Pew Research Center survey found that 76% of Europeans, 73% in Oceania and about 86% in the Americas (90% in Latin America and 77% in North America) identified themselves as Christians. By 2020, 120 countries and territories in the world had Christian majorities. There are many charismatic movements that have become well established over large parts of the world, especially Africa, Latin America, and Asia. Since 1900, primarily due to conversion, Protestantism has spread rapidly in Africa, Asia, Oceania, and Latin America. From 1960 to 2000, the global growth of the number of reported Evangelical Protestants grew three times the world's population rate, and twice that of Islam. According to the historian Geoffrey Blainey from the University of Melbourne, since the 1960s there has been a substantial increase in the number of conversions from Islam to Christianity, mostly to the Evangelical and Pentecostal forms. Significant numbers of Muslim converts to Christianity can be found in Afghanistan, Azerbaijan, Central Asia (including Kazakhstan, Kyrgyzstan, and other countries), Indonesia, Malaysia, the Middle East (including Iran, Saudi Arabia, Turkey, and other countries), North Africa (including Algeria, Morocco, and Tunisia), Sub-Saharan Africa, and the Western World (including Albania, Belgium, France, Germany, Kosovo, the Netherlands, Russia, Scandinavia, United Kingdom, the United States, and other western countries). It is also reported that Christianity is popular among people of different backgrounds in Africa and Asia; according to a report by the Singapore Management University, more people in Southeast Asia are converting to Christianity, many of them young and having a university degree. According to scholar Juliette Koning and Heidi Dahles of Vrije Universiteit Amsterdam there is a "rapid expansion" of Christianity in Singapore, China, Hong Kong, Taiwan, Indonesia, Malaysia, and South Korea. According to scholar Terence Chong from the Institute of Southeast Asian Studies, since the 1980s Christianity is expanding in China, Singapore, Indonesia, Japan, Malaysia, Taiwan, South Korea, and Vietnam. In most countries in the developed world, church attendance among people who continue to identify themselves as Christians has been falling over the last few decades. Some sources view this as part of a drift away from traditional membership institutions, while others link it to signs of a decline in belief in the importance of religion in general. Europe's Christian population, though in decline, still constitutes the largest geographical component of the religion. According to data from the 2012 European Social Survey, around a third of European Christians say they attend services once a month or more. Conversely, according to the World Values Survey, about more than two-thirds of Latin American Christians, and about 90% of African Christians (in Ghana, Nigeria, Rwanda, South Africa and Zimbabwe) said they attended church regularly. According to a 2018 study by the Pew Research Center, Christians in Africa and Latin America and the United States have high levels of commitment to their faith. Christianity, in one form or another, is the sole state religion of the following nations: Argentina (Catholic), Costa Rica (Catholic), the Kingdom of Denmark (Lutheran), England (Anglican), Greece (Greek Orthodox), Iceland (Lutheran), Liechtenstein (Catholic), Malta (Catholic), Monaco (Catholic), Norway (Lutheran), Samoa, Tonga (Methodist), Tuvalu (Reformed), and Vatican City (Catholic). There are numerous other countries, such as Cyprus, which although do not have an established church, still give official recognition and support to a specific Christian denomination. Churches and denominations Christianity can be taxonomically divided into three main groups: Catholicism, Protestantism, Eastern Orthodoxy while other groups include Oriental Orthodoxy, Restorationism and Church of the East. A broader distinction that is sometimes drawn is between Eastern Christianity and Western Christianity, which has its origins in the East–West Schism (Great Schism) of the 11th century. Recently, neither Western nor Eastern World Christianity has also stood out, for example, in African-initiated churches. However, there are other present and historical Christian groups that do not fit neatly into one of these primary categories. There is a diversity of doctrines and liturgical practices among groups calling themselves Christian. These groups may vary ecclesiologically in their views on a classification of Christian denominations. The Nicene Creed (325), however, is typically accepted as authoritative by most Christians, including the Catholic, Eastern Orthodox, Oriental Orthodox, and major Protestant, such as Lutheran and Anglican denominations. The Catholic Church consists of those particular Churches, headed by bishops, in communion with the pope, the bishop of Rome, as its highest authority in matters of faith, morality, and church governance. Like Eastern Orthodoxy, the Catholic Church, through apostolic succession, traces its origins to the Christian community founded by Jesus Christ. Catholics maintain that the "one, holy, catholic, and apostolic church" founded by Jesus subsists fully in the Catholic Church, but also acknowledges other Christian churches and communities and works towards reconciliation among all Christians. The Catholic faith is detailed in the Catechism of the Catholic Church. Of its seven sacraments, the Eucharist is the principal one, celebrated liturgically in the Mass. The church teaches that through consecration by a priest, the sacrificial bread and wine become the body and blood of Christ. The Virgin Mary is venerated in the Catholic Church as Mother of God and Queen of Heaven, honoured in dogmas and devotions. Its teaching includes Divine Mercy, sanctification through faith and evangelization of the Gospel as well as Catholic social teaching, which emphasizes voluntary support for the sick, the poor, and the afflicted through the corporal and spiritual works of mercy. The Catholic Church operates thousands of Catholic schools, universities, hospitals, and orphanages around the world, and is the largest non-government provider of education and health care in the world. Among its other social services are numerous charitable and humanitarian organizations. Canon law (Latin: jus canonicum) is the system of laws and legal principles made and enforced by the hierarchical authorities of the Catholic Church to regulate its external organisation and government and to order and direct the activities of Catholics toward the mission of the church. The canon law of the Latin Church was the first modern Western legal system, and is the oldest continuously functioning legal system in the West. while the distinctive traditions of Eastern Catholic canon law govern the 23 Eastern Catholic particular churches sui iuris. As the world's oldest and largest continuously functioning international institution, it has played a prominent role in the history and development of Western civilization. The 2,834 sees are grouped into 24 particular autonomous Churches (the largest of which being the Latin Church), each with its own distinct traditions regarding the liturgy and the administering of sacraments. With more than 1.1 billion baptized members, the Catholic Church is the largest Christian church and represents 50.1% of all Christians as well as 16.7% of the world's population. Catholics live all over the world through missions, diaspora, and conversions. The Eastern Orthodox Church consists of those churches in communion with the patriarchal sees of the East, such as the Ecumenical Patriarch of Constantinople. Like the Catholic Church, the Eastern Orthodox Church also traces its heritage to the foundation of Christianity through apostolic succession and has an episcopal structure, though the autonomy of its component parts is emphasized, and most of them are national churches. Eastern Orthodox theology is based on holy tradition which incorporates the dogmatic decrees of the seven Ecumenical Councils, the Scriptures, and the teaching of the Church Fathers. The church teaches that it is the one, holy, catholic and apostolic church established by Jesus Christ in his Great Commission, and that its bishops are the successors of Christ's apostles. It maintains that it practises the original Christian faith, as passed down by holy tradition. Its patriarchates, reminiscent of the pentarchy, and other autocephalous and autonomous churches reflect a variety of hierarchical organisation. It recognizes seven major sacraments, of which the Eucharist is the principal one, celebrated liturgically in synaxis. The church teaches that through consecration invoked by a priest, the sacrificial bread and wine become the body and blood of Christ. The Virgin Mary is venerated in the Eastern Orthodox Church as the Theotokos, meaning God-bearer, and is honoured in devotions. Eastern Orthodoxy is the second largest single denomination in Christianity, with an estimated 300 million adherents, although Protestants collectively outnumber them, substantially. As one of the oldest surviving religious institutions in the world, the Eastern Orthodox Church has played a prominent role in the history and culture of Eastern and Southeastern Europe, the Caucasus, and the Near East. The majority of Eastern Orthodox Christians live mainly in Southeast and Eastern Europe, Cyprus, Georgia, and parts of the Caucasus region, Siberia, and the Russian Far East. Over half of Eastern Orthodox Christians follow the Russian Orthodox Church, while the vast majority live within Russia. There are also communities in the former Byzantine regions of Africa, the Eastern Mediterranean, and in the Middle East. Eastern Orthodox communities are also present in many other parts of the world, particularly North America, Western Europe, and Australia, formed through diaspora, conversions, and missionary activity. The Oriental Orthodox Churches (also called "Old Oriental" churches) are those eastern churches that recognize the first three ecumenical councils—Nicaea, Constantinople, and Ephesus—but reject the dogmatic definitions of the Council of Chalcedon and instead espouse a Miaphysite christology. The Oriental Orthodox communion consists of six groups: Syriac Orthodox, Coptic Orthodox, Ethiopian Orthodox, Eritrean Orthodox, Malankara Orthodox Syrian Church (India), and Armenian Apostolic churches. These six churches, while being in communion with each other, are completely independent hierarchically. These churches are generally not in communion with the Eastern Orthodox Church, with whom they are in dialogue for erecting a communion. Together, they have about 62 million members worldwide. As some of the oldest religious institutions in the world, the Oriental Orthodox Churches have played a prominent role in the history and culture of Armenia, Egypt, Turkey, Eritrea, Ethiopia, Sudan, Iran, Azerbaijan, and parts of the Middle East and India. An Eastern Christian body of autocephalous churches, its bishops are equal by virtue of episcopal ordination, and its doctrines can be summarized in that the churches recognize the validity of only the first three ecumenical councils. Some followers of Oriental Orthodox Churches follow cultural practices that are reminiscent of Old Testament practices, like abstaining from pork, circumcising male babies, and observing ritual purification. The Church of the East, which was part of the Great Church, shared communion with those in the Roman Empire until the Council of Ephesus condemned Nestorius in 431. Continuing as a dhimmi community under the Rashidun Caliphate after the Muslim conquest of Persia (633–654), the Church of the East played a major role in the history of Christianity in Asia. Between the 9th and 14th centuries, it represented the world's largest Christian denomination in terms of geographical extent. It established dioceses and communities stretching from the Mediterranean Sea and today's Iraq and Iran, to India (the Saint Thomas Syrian Christians of Kerala), the Mongol kingdoms in Central Asia, and China during the Tang dynasty (7th–9th centuries). In the 13th and 14th centuries, the church experienced a final period of expansion under the Mongol Empire, where influential Church of the East clergy sat in the Mongol court. The Assyrian Church of the East, with an unbroken patriarchate established in the 17th century, is an independent Eastern Christian denomination which claims continuity from the Church of the East—in parallel to the Catholic patriarchate established in the 16th century that evolved into the Chaldean Catholic Church, an Eastern Catholic church in full communion with the Pope. It is an Eastern Christian church that follows the traditional christology and ecclesiology of the historical Church of the East. Largely aniconic and not in communion with any other church, it belongs to the eastern branch of Syriac Christianity, and uses the East Syriac Rite in its liturgy. Its main spoken language is Syriac, a dialect of Eastern Aramaic, and the majority of its adherents are ethnic Assyrians, mostly living in Iran, Iraq, Syria, Turkey, India (Chaldean Syrian Church), and in the Assyrian diaspora. It is officially headquartered in the city of Erbil in northern Iraqi Kurdistan, and its original area also spreads into south-eastern Turkey and north-western Iran, corresponding to ancient Assyria. Its hierarchy is composed of metropolitan bishops and diocesan bishops, while lower clergy consists of priests and deacons, who serve in dioceses (eparchies) and parishes throughout the Middle East, India, North America, Oceania, and Europe (including the Caucasus and Russia). The Ancient Church of the East distinguished itself from the Assyrian Church of the East in 1964. It is one of the Assyrian churches that claim continuity with the historical Church of the East, one of the oldest Christian churches in Mesopotamia. It is officially headquartered in the city of Baghdad, Iraq. The majority of its adherents are ethnic Assyrians. In 1521, the Edict of Worms condemned Martin Luther and officially banned citizens of the Holy Roman Empire from defending or propagating his ideas. This split within the Roman Catholic church is now called the Reformation. Prominent Reformers included Martin Luther, Huldrych Zwingli, and John Calvin. The 1529 Protestation at Speyer against being excommunicated gave this party the name Protestantism. Luther's primary theological heirs are known as Lutherans. Zwingli and Calvin's heirs are far broader denominationally and are referred to as the Reformed tradition. The Anglican churches descended from the Church of England and organized in the Anglican Communion. Some Lutherans identify as Evangelical Catholics and some but not all Anglicans consider themselves both Protestant and Catholic. Protestants have developed their own culture, with major contributions in education, the humanities and sciences, the political and social order, the economy and the arts, and many other fields. Since the Anglican, Lutheran, and the Reformed branches of Protestantism originated for the most part in cooperation with the government, these movements are termed the "Magisterial Reformation". On the other hand, groups such as the Anabaptists, who often do not consider themselves to be Protestant, originated in the Radical Reformation, which though sometimes protected under Acts of Toleration, do not trace their history back to any state church. They are further distinguished by their rejection of infant baptism; they believe in baptism only of adult believers—credobaptism (Anabaptists include the Amish, Apostolic, Bruderhof, Mennonites, Hutterites, River Brethren and Schwarzenau Brethren groups.) The term Protestant also refers to any churches which formed later, with either the Magisterial or Radical traditions. In the 18th century, for example, Methodism grew out of Anglican minister John Wesley's evangelical revival movement. Several Pentecostal and non-denominational churches, which emphasize the cleansing power of the Holy Spirit, in turn grew out of Methodism. Because Methodists, Pentecostals and other evangelicals stress "accepting Jesus as your personal Lord and Savior", which comes from Wesley's emphasis of the New Birth, they often refer to themselves as being born again. Protestantism is the second largest major group of Christians after Catholicism by number of followers, although the Eastern Orthodox Church is larger than any single Protestant denomination. Estimates vary, mainly over the question of which denominations to classify as Protestant. The total Protestant population has reached 1.17 billion in 2024, corresponding to nearly 44% of the world's Christians. The majority of Protestants are members of just a handful of denominational families, i.e. Adventism, Anabaptism (Amish, Apostolic, Bruderhof, Hutterites, Mennonites, River Brethren, and Schwarzenau Brethren), Anglicanism, Baptists, Lutheranism, Methodism, Moravianism/Hussites, Pentecostalism, Plymouth Brethren, Quakerism, Reformed Christianity (Congregationalists, Continental Reformed, Reformed Anglicans, and Presbyterians), and Waldensianism are the main families of Protestantism. Nondenominational, evangelical, charismatic, neo-charismatic, independent, and other churches are on the rise, and constitute a significant part of Protestant Christianity. Some groups of individuals who hold basic Protestant tenets identify themselves as "Christians" or "born-again Christians". They typically distance themselves from the confessionalism and creedalism of other Christian communities by calling themselves "non-denominational" or "evangelical". Often founded by individual pastors, they have little affiliation with historic denominations. The Second Great Awakening, a period of religious revival that occurred in the United States during the early 1800s, saw the development of a number of unrelated churches. They generally saw themselves as restoring the original church of Jesus Christ rather than reforming one of the existing churches. A common belief held by Restorationists was that the other divisions of Christianity had introduced doctrinal defects into Christianity, which was known as the Great Apostasy. In Asia, Iglesia ni Cristo is a known Restorationist denomination that was established during the early 1900s. Other examples of Restorationist denominations include Irvingianism and Swedenborgianism. Some of the churches originating during this period are historically connected to early 19th-century camp meetings in the Midwest and upstate New York. One of the largest churches produced from the movement is the Church of Jesus Christ of Latter-day Saints. American Millennialism and Adventism, which arose from Evangelical Protestantism, influenced the Jehovah's Witnesses movement and, as a reaction specifically to William Miller, the Seventh-day Adventists. Others, including the Christian Church (Disciples of Christ), Evangelical Christian Church in Canada, Churches of Christ, and the Christian churches and churches of Christ, have their roots in the contemporaneous Stone-Campbell Restoration Movement, which was centered in Kentucky and Tennessee. Other groups originating in this time period include the Christadelphians and the previously mentioned Latter Day Saints movement. While the churches originating in the Second Great Awakening have some superficial similarities, their doctrine and practices vary significantly. Within Italy, Poland, Lithuania, Transylvania, Hungary, Romania, and the United Kingdom, Unitarian Churches emerged from the Reformed tradition in the 16th century; the Unitarian Church of Transylvania is an example of such a denomination that arose in this era. They adopted the Anabaptist doctrine of credobaptism. Various smaller Independent Catholic communities, such as the Old Catholic Church, include the word Catholic in their title, and arguably have more or less liturgical practices in common with the Catholic Church but are no longer in full communion with the Holy See. Spiritual Christians, such as the Doukhobors and Molokans, broke from the Russian Orthodox Church and maintain close association with Mennonites and Quakers due to similar religious practices; all of these groups are furthermore collectively considered to be peace churches due to their belief in pacifism. Messianic Judaism (or the Messianic Movement) is the name of a Christian movement comprising a number of streams, whose members may consider themselves Jewish. The movement originated in the 1960s and 1970s, and it blends elements of religious Jewish practice with evangelical Christianity. Messianic Judaism affirms Christian creeds such as the messiahship and divinity of "Yeshua" (the Hebrew name of Jesus) and the Triune Nature of God, while also adhering to some Jewish dietary laws and customs. Esoteric Christians, such as The Christian Community, regard Christianity as a mystery religion and profess the existence and possession of certain esoteric doctrines or practices, hidden from the public and accessible only to a narrow circle of "enlightened", "initiated", or highly educated people. Nondenominational Christianity or non-denominational Christianity consists of churches which typically distance themselves from the confessionalism or creedalism of other Christian communities by not formally aligning with a specific Christian denomination. Nondenominational Christianity first arose in the 18th century through the Stone-Campbell Restoration Movement, with followers organizing themselves as "Christians" and "Disciples of Christ",[note 11] but many typically adhere to evangelical Christianity. Cultural influence The history of the Christendom spans about 1,700 years and includes a variety of socio-political developments, as well as advances in the arts, architecture, literature, science, philosophy, and technology. Since the spread of Christianity from the Levant to Europe and North Africa during the early Roman Empire, Christendom has been divided in the pre-existing Greek East and Latin West. Consequently, different versions of the Christian cultures arose with their own rites and practices, centered around the cities of Rome (Western Christianity) and Carthage, whose communities were called Western or Latin Christendom, and Constantinople (Eastern Christianity), Antioch (Syriac Christianity), Kerala (Indian Christianity) and Alexandria (Coptic Christianity), whose communities were called Eastern or Oriental Christendom. The Byzantine Empire was one of the peaks in Christian history and Eastern Christian civilization. From the 11th to 13th centuries, Latin Christendom rose to the central role of the Western world. The Bible has had a profound influence on Western civilization and on cultures around the globe; it has contributed to the formation of Western law, art, texts, and education. With a literary tradition spanning two millennia, the Bible is one of the most influential works ever written. From practices of personal hygiene to philosophy and ethics, the Bible has directly and indirectly influenced politics and law, war and peace, sexual morals, marriage and family life, toilet etiquette, letters and learning, the arts, economics, social justice, medical care and more. Christians have made a myriad of contributions to human progress in a broad and diverse range of fields, including philosophy, science and technology, medicine, fine arts and architecture, politics, literatures, music, and business. According to 100 Years of Nobel Prizes a review of the Nobel Prizes award between 1901 and 2000 reveals that (65.4%) of Nobel Prizes Laureates, have identified Christianity in its various forms as their religious preference. Outside the Western world, Christianity has had an influence on various cultures, such as in Africa, the Near East, Middle East, East Asia, Southeast Asia, and the Indian subcontinent. Eastern Christian scientists and scholars of the medieval Islamic world (particularly Jacobite and Nestorian Christians) contributed to the Islamic civilization during the reign of the Ummayyads and the Abbasids, by translating works of Greek philosophers to Syriac and afterwards, to Arabic. They also excelled in philosophy, science, theology, and medicine. Scholars and intellectuals agree Christians in the Middle East have made significant contributions to Islamic civilization since the introduction of Islam, and they have had a significant impact contributing the culture of the Mashriq, Turkey, and Iran. Western culture, throughout most of its history, has been nearly equivalent to Christian culture, and a large portion of the population of the Western Hemisphere can be described as practicing or nominal Christians. The notion of "Europe" and the "Western World" has been intimately connected with the concept of "Christianity and Christendom". Many historians even attribute Christianity for being the link that created a unified European identity. Though Western culture contained several polytheistic religions during its early years under the Greek and Roman Empires, as the centralized Roman power waned, the dominance of the Catholic Church was the only consistent force in Western Europe. Until the Age of Enlightenment, Christian culture guided the course of philosophy, literature, art, music and science. Christian disciplines of the respective arts have subsequently developed into Christian philosophy, Christian art, Christian music, Christian literature, and so on. Christianity has had a significant impact on education, as the church created the bases of the Western system of education, and was the sponsor of founding universities in the Western world, as the university is generally regarded as an institution that has its origin in the Medieval Christian setting. Historically, Christianity has often been a patron of science and medicine; many Catholic clergy, Jesuits in particular, have been active in the sciences throughout history and have made significant contributions to the development of science. Some scholars state that Christianity contributed to the rise of the Scientific Revolution. Protestantism also has had an important influence on science. According to the Merton Thesis, there was a positive correlation between the rise of English Puritanism and German Pietism on the one hand, and early experimental science on the other. The civilizing influence of Christianity includes social welfare, contribution to the medical and health care, founding hospitals, economics (as the Protestant work ethic), architecture, literature, personal hygiene (ablution), and family life. Historically, extended families were the basic family unit in the Christian culture and countries. Cultural Christians are secular people with a Christian heritage who may not believe in the religious claims of Christianity, but who retain an affinity for the popular culture, art, music, and so on related to the religion. Postchristianity is a term for the decline of Christianity, particularly in Europe, Canada, Australia, and to a minor degree the Southern Cone, in the 20th and 21st centuries, considered in terms of postmodernism. It refers to the loss of Christianity's monopoly on values and world view in historically Christian societies. Christian leaders and congregations have had an influence on the broader environmental movement. Christian teachings relate to ecology, and draw on teachings of the Bible to promote the moral responsibility of humans to care for God's creation. Christianity acknowledges the tension between humanity's duty to care for God's creation and the natural human inclination to resist God's will. In recent decades, major Christian denominations have revisited their teachings and practices in response to the environmental crisis. There has been a rise in activity in Christian congregations to curb climate change, partly inspired by the advocacy of Pope Francis following his publication of the encyclical letter Laudato Si'—On Care for Our Common Home. Organizations such as Green Christian, Laudato Si' Movement, and the Interfaith Center for Sustainable Development are a few examples of groups working in the Christian and ecology movement. These initiatives reflect how Christians, alongside other people of faith, are increasingly embracing ecological concerns, recognizing that the protection of the Earth is a spiritual imperative tied to faith and justice. Ecumenism Christian groups, sects and denominations have long expressed ideals of being reconciled, and in the 20th century, Christian ecumenism advanced in two ways. One way was greater cooperation between groups, such as the World Evangelical Alliance founded in 1846 in London or the Edinburgh Missionary Conference of Protestants in 1910, the Justice, Peace and Creation Commission of the World Council of Churches founded in 1948 by Protestant and Orthodox churches, and similar national councils like the National Council of Churches in Australia, which includes Catholics. The other way was an institutional union with united churches, a practice that can be traced back to unions between Lutherans and Calvinists in early 19th-century Germany. Congregationalist, Methodist, and Presbyterian churches united in 1925 to form the United Church of Canada, and in 1977 to form the Uniting Church in Australia. The Church of South India was formed in 1947 by the union of Anglican, Baptist, Methodist, Congregationalist, and Presbyterian churches. The Christian Flag is an ecumenical flag designed in the early 20th century to represent all of Christianity and Christendom. Substantial agreement between various Christian denominations, especially those of Catholicism and Protestantism, has led to a unified presentation of the Christian religion in The Common Catechism. The ecumenical, monastic Taizé Community is notable for being composed of more than one hundred brothers from Protestant and Catholic traditions. The community emphasizes the reconciliation of all denominations and its main church, located in Taizé, Saône-et-Loire, France, is named the "Church of Reconciliation". The community is internationally known, attracting over 100,000 young pilgrims annually. Steps towards reconciliation on a global level were taken in 1965 by the Catholic and Orthodox churches, mutually revoking the excommunications that marked their Great Schism in 1054; the Anglican Catholic International Commission (ARCIC) working towards full communion between those churches since 1970; and the Lutheran World Federation and the Catholic Church signing the Joint Declaration on the Doctrine of Justification in 1999 to address conflicts at the root of the Protestant Reformation. In 2006, the World Methodist Council, representing all Methodist denominations, adopted the declaration. Criticism, persecution, and apologetics Criticism of Christianity and Christians goes back to the Apostolic Age, with the New Testament recording friction between the followers of Jesus and the Pharisees and scribes (e.g., Matthew 15:1–20 and Mark 7:1–23). In the 2nd century, Christianity was criticized by the Jews on various grounds, e.g., that the prophecies of the Hebrew Bible could not have been fulfilled by Jesus, given that he did not have a successful life. Additionally, a sacrifice to remove sins in advance, for everyone or as a human being, did not fit the Jewish sacrifice ritual; furthermore, God in Judaism is said to judge people on their deeds instead of their beliefs. One of the first comprehensive attacks on Christianity came from the Greek philosopher Celsus, who wrote The True Word, a polemic criticizing Christians as being unprofitable members of society. In response, the church father Origen published his treatise Contra Celsum, or Against Celsus, a seminal work of Christian apologetics, which systematically addressed Celsus's criticisms and helped bring Christianity a level of academic respectability. By the 3rd century, criticism of Christianity had mounted. Wild rumors about Christians were widely circulated, claiming that they were atheists and that, as part of their rituals, they devoured human infants and engaged in incestuous orgies. The Neoplatonist philosopher Porphyry wrote the fifteen-volume Adversus Christianos as a comprehensive attack on Christianity, in part building on the teachings of Plotinus. By the 12th century, the Mishneh Torah (i.e., Rabbi Moses Maimonides) was criticizing Christianity on the grounds of idol worship, in that Christians attributed divinity to Jesus, who had a physical body. In the 19th century, Nietzsche began to write a series of polemics on the "unnatural" teachings of Christianity (e.g. sexual abstinence), and continued his criticism of Christianity to the end of his life. In the 20th century, the philosopher Bertrand Russell expressed his criticism of Christianity in Why I Am Not a Christian, formulating his rejection of Christianity. Criticism of Christianity continues to date, e.g. Jewish and Muslim theologians criticize the doctrine of the Trinity held by most Christians, stating that this doctrine in effect assumes that there are three gods, running against the basic tenet of monotheism. New Testament scholar Robert M. Price has outlined the possibility that some Bible stories are based partly on myth in The Christ Myth Theory and its problems. Christians are one of the most persecuted religious groups in the world, especially in the Middle-East, North Africa and South and East Asia. In 2017, Open Doors estimated approximately 260 million Christians are subjected annually to "high, very high, or extreme persecution" with North Korea considered the most hazardous nation for Christians. In 2019, a report commissioned by the United Kingdom's Secretary of State of the Foreign and Commonwealth Office (FCO) to investigate global persecution of Christians found persecution has increased, and is highest in the Middle East, North Africa, India, China, North Korea, and Latin America, among others, and that it is global and not limited to Islamic states. This investigation found that approximately 80% of persecuted believers worldwide are Christians. Christian apologetics aims to present a rational basis for Christianity. The word "apologetic" (Greek: ἀπολογητικός apologētikos) comes from the Greek verb ἀπολογέομαι apologeomai, meaning "(I) speak in defense of". Christian apologetics has taken many forms over the centuries, starting with Paul the Apostle. The philosopher Thomas Aquinas presented five arguments for God's existence in the Summa Theologica, while his Summa contra Gentiles was a major apologetic work. Another famous apologist, G. K. Chesterton, wrote in the early twentieth century about the benefits of religion and, specifically, Christianity. Famous for his use of paradox, Chesterton explained that while Christianity had the most mysteries, it was the most practical religion. He pointed to the advance of Christian civilizations as proof of its practicality. The physicist and priest John Polkinghorne, in his Questions of Truth, discusses the subject of religion and science, a topic that other Christian apologists such as Ravi Zacharias, John Lennox, and William Lane Craig have engaged, with the latter two men opining that the inflationary Big Bang model is evidence for the existence of God. Creationist apologetics is apologetics that aims to defend creationism. See also Notes References Hence all the power of magic became dissolved; and every bond of wickedness was destroyed, men's ignorance was taken away, and the old kingdom abolished God Himself appearing in the form of a man, for the renewal of eternal life. — St. Ignatius of Antioch in Letter to the Ephesians, ch.4, shorter version, Roberts-Donaldson translation We have also as a Physician the Lord our God Jesus the Christ the only-begotten Son and Word, before time began, but who afterwards became also man, of Mary the virgin. For 'the Word was made flesh.' Being incorporeal, He was in the body; being impassible, He was in a passable body; being immortal, He was in a mortal body; being life, He became subject to corruption, that He might free our souls from death and corruption, and heal them, and might restore them to health, when they were diseased with ungodliness and wicked lusts — St. Ignatius of Antioch in Letter to the Ephesians, ch.7, shorter version, Roberts-Donaldson translation The Church, though dispersed throughout the whole world, even to the ends of the earth, has received from the apostles and their disciples this faith: ...one God, the Father Almighty, Maker of heaven, and earth, and the sea, and all things that are in them; and in one Christ Jesus, the Son of God, who became incarnate for our salvation; and in the Holy Spirit, who proclaimed through the prophets the dispensations of God, and the advents, and the birth from a virgin, and the passion, and the resurrection from the dead, and the ascension into heaven in the flesh of the beloved Christ Jesus, our Lord, and His manifestation from heaven in the glory of the Father 'to gather all things in one,' and to raise up anew all flesh of the whole human race, in order that to Christ Jesus, our Lord, and God, and Savior, and King, according to the will of the invisible Father, 'every knee should bow, of things in heaven, and things in earth, and things under the earth, and that every tongue should confess; to him, and that He should execute just judgment towards all... — St. Irenaeus in Against Heresies, ch.X, v.I, Donaldson, James (1988) , Ante Nicene Fathers, Volume 1: Apostolic Fathers, Justin Martyr, Irenaeus, William B. Eerdmans, ISBN 978-0-8028-8087-1 For, in the name of God, the Father and Lord of the universe, and of our Savior Jesus Christ, and of the Holy Spirit, they then receive the washing with water — Justin Martyr in First Apology, ch. LXI, Donaldson, James (1988) , Ante Nicene Fathers, Volume 1: Apostolic Fathers, Justin Martyr, Irenaeus, Wm. B. Eerdmans, ISBN 978-0-8028-8087-1 Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Extracellular_matrix] | [TOKENS: 3470]
Contents Extracellular matrix In biology, the extracellular matrix (ECM), also called the intercellular matrix, is a network consisting of extracellular macromolecules and minerals, such as collagen, enzymes, glycoproteins and hydroxyapatite that provide structural and biochemical support to surrounding cells. Because multicellularity evolved independently in different multicellular lineages, the composition of ECM varies between multicellular structures; however, cell adhesion, cell-to-cell communication and differentiation are common functions of the ECM. The animal extracellular matrix includes the interstitial matrix and the basement membrane. Interstitial matrix is present in the intercellular spaces between various animal cells. Gels of polysaccharides and fibrous proteins fill the interstitial space and act as a compression buffer against the stress placed on the ECM. Basement membranes are sheet-like depositions of ECM on which various epithelial cells rest. Each type of connective tissue in animals has a type of ECM: collagen fibers and bone mineral comprise the ECM of bone tissue; reticular fibers and ground substance comprise the ECM of loose connective tissue; and blood plasma is the ECM of blood. The plant ECM includes cell wall components, like cellulose, in addition to more complex signaling molecules. Some microorganisms adopt multicellular biofilms in which the cells are embedded in an ECM composed primarily of extracellular polymeric substances. Structure Components of the ECM are produced intracellularly by resident cells and secreted into the ECM via exocytosis. Once secreted, they then aggregate with the existing matrix. The ECM is composed of an interlocking mesh of fibrous proteins and glycosaminoglycans (GAGs).[citation needed] Glycosaminoglycans (GAGs) are carbohydrate polymers and mostly attached to extracellular matrix proteins to form proteoglycans (hyaluronic acid is a notable exception; see below). Proteoglycans have a net negative charge that attracts positively charged sodium ions (Na+), which attracts water molecules via osmosis, keeping the ECM and resident cells hydrated. Proteoglycans may also help to trap and store growth factors within the ECM.[citation needed] Described below are the different types of proteoglycan found within the extracellular matrix.[citation needed] Heparan sulfate (HS) is a linear polysaccharide found in all animal tissues. It occurs as a proteoglycan in which two or three HS chains are attached in close proximity to cell surface or ECM proteins. It is in this form that HS binds to a variety of protein ligands and regulates a wide variety of biological activities, including developmental processes, angiogenesis, blood coagulation, and tumour metastasis.[citation needed] In the extracellular matrix, especially basement membranes, the multi-domain proteins perlecan, agrin, and collagen XVIII are the main proteins to which heparan sulfate is attached.[citation needed] Chondroitin sulfates contribute to the tensile strength of cartilage, tendons, ligaments, and walls of the aorta. They have also been known to affect neuroplasticity. Keratan sulfates have a variable sulfate content and, unlike many other GAGs, do not contain uronic acid. They are present in the cornea, cartilage, bones, and the horns of animals.[citation needed] Hyaluronic acid (or "hyaluronan") is a polysaccharide consisting of alternating residues of D-glucuronic acid and N-acetylglucosamine, and unlike other GAGs, is not found as a proteoglycan. Hyaluronic acid in the extracellular space confers upon tissues the ability to resist compression by providing a counteracting turgor (swelling) force by absorbing significant amounts of water. Hyaluronic acid is thus found in abundance in the ECM of load-bearing joints. It is also a chief component of the interstitial gel. Hyaluronic acid is found on the inner surface of the cell membrane and is translocated out of the cell during biosynthesis. Hyaluronic acid acts as an environmental cue that regulates cell behavior during embryonic development, healing processes, inflammation, and tumor development. It interacts with a specific transmembrane receptor, CD44. Collagen is the most abundant protein in the ECM, and is the most abundant protein in the human body. It accounts for 90% of bone matrix protein content. Collagens are present in the ECM as fibrillar proteins and give structural support to resident cells. Collagen is exocytosed in precursor form (procollagen), which is then cleaved by procollagen proteases to allow extracellular assembly. Disorders such as Ehlers Danlos Syndrome, osteogenesis imperfecta, and epidermolysis bullosa are linked with genetic defects in collagen-encoding genes. The collagen can be divided into several families according to the types of structure they form: Elastins, in contrast to collagens, give elasticity to tissues, allowing them to stretch when needed and then return to their original state. This is useful in blood vessels, the lungs, in skin, and the ligamentum nuchae, and these tissues contain high amounts of elastins. Elastins are synthesized by fibroblasts and smooth muscle cells. Elastins are highly insoluble, and tropoelastins are secreted inside a chaperone molecule, which releases the precursor molecule upon contact with a fiber of mature elastin. Tropoelastins are then deaminated to become incorporated into the elastin strand. Disorders such as cutis laxa and Williams syndrome are associated with deficient or absent elastin fibers in the ECM. In 2016, Huleihel et al., reported the presence of DNA, RNA, and Matrix-bound nanovesicles (MBVs) within ECM bioscaffolds. MBVs shape and size were found to be consistent with previously described exosomes. MBVs cargo includes different protein molecules, lipids, DNA, fragments, and miRNAs. Similar to ECM bioscaffolds, MBVs can modify the activation state of macrophages and alter different cellular properties such as; proliferation, migration and cell cycle. MBVs are now believed to be an integral and functional key component of ECM bioscaffolds.[citation needed] Cell adhesion proteins Fibronectins are glycoproteins that connect cells with collagen fibers in the ECM, allowing cells to move through the ECM. Fibronectins bind collagen and cell-surface integrins, causing a reorganization of the cell's cytoskeleton to facilitate cell movement. Fibronectins are secreted by cells in an unfolded, inactive form. Binding to integrins unfolds fibronectin molecules, allowing them to form dimers so that they can function properly. Fibronectins also help at the site of tissue injury by binding to platelets during blood clotting and facilitating cell movement to the affected area during wound healing. Laminins are proteins found in the basal laminae of virtually all animals. Rather than forming collagen-like fibers, laminins form networks of web-like structures that resist tensile forces in the basal lamina. They also assist in cell adhesion. Laminins bind other ECM components such as collagens and nidogens. Development There are many cell types that contribute to the development of the various types of extracellular matrix found in the plethora of tissue types. The local components of ECM determine the properties of the connective tissue.[citation needed] Fibroblasts are the most common cell type in connective tissue ECM, in which they synthesize, maintain, and provide a structural framework; fibroblasts secrete the precursor components of the ECM, including the ground substance. Chondrocytes are found in cartilage and produce the cartilaginous matrix. Osteoblasts are responsible for bone formation.[citation needed] Physiology The ECM can exist in varying degrees of stiffness and elasticity, from soft brain tissues to hard bone tissues. The elasticity of the ECM can differ by several orders of magnitude. This property is primarily dependent on collagen and elastin concentrations, and it has recently been shown to play an influential role in regulating numerous cell functions. Cells can sense the mechanical properties of their environment by applying forces and measuring the resulting backlash. This plays an important role because it helps regulate many important cellular processes including cellular contraction, cell migration, cell proliferation, differentiation and cell death (apoptosis). Inhibition of nonmuscle myosin II blocks most of these effects, indicating that they are indeed tied to sensing the mechanical properties of the ECM, which has become a new focus in research during the past decade. Differing mechanical properties in ECM exert effects on both cell behaviour and gene expression. Although the mechanism by which this is done has not been thoroughly explained, adhesion complexes and the actin-myosin cytoskeleton, whose contractile forces are transmitted through transcellular structures are thought to play key roles in the yet to be discovered molecular pathways. ECM elasticity can direct cellular differentiation, the process by which a cell changes from one cell type to another. In particular, naive mesenchymal stem cells (MSCs) have been shown to specify lineage and commit to phenotypes with extreme sensitivity to tissue-level elasticity. MSCs placed on soft matrices that mimic the brain differentiate into neuron-like cells, showing similar shape, RNAi profiles, cytoskeletal markers, and transcription factor levels. Similarly stiffer matrices that mimic muscle are myogenic, and matrices with stiffnesses that mimic collagenous bone are osteogenic. Stiffness and elasticity also guide cell migration, this process is called durotaxis. The term was coined by Lo CM and colleagues when they discovered the tendency of single cells to migrate up rigidity gradients (towards more stiff substrates) and has been extensively studied since. The molecular mechanisms behind durotaxis are thought to exist primarily in the focal adhesion, a large protein complex that acts as the primary site of contact between the cell and the ECM. This complex contains many proteins that are essential to durotaxis including structural anchoring proteins (integrins) and signaling proteins (adhesion kinase (FAK), talin, vinculin, paxillin, α-actinin, GTPases etc.) which cause changes in cell shape and actomyosin contractility. These changes are thought to cause cytoskeletal rearrangements in order to facilitate directional migration.[citation needed] Function Due to its diverse nature and composition, the ECM can serve many functions, such as providing support, segregating tissues from one another, and regulating intercellular communication. The extracellular matrix regulates a cell's dynamic behavior. In addition, it sequesters a wide range of cellular growth factors and acts as a local store for them. Changes in physiological conditions can trigger protease activities that cause local release of such stores. This allows the rapid local growth-factor-mediated activation of cellular functions without de novo synthesis.[citation needed] Formation of the extracellular matrix is essential for processes like growth, wound healing, and fibrosis. An understanding of ECM structure and composition also helps in comprehending the complex dynamics of tumor invasion and metastasis in cancer biology as metastasis often involves the destruction of extracellular matrix by enzymes such as serine proteases, threonine proteases, and matrix metalloproteinases. The stiffness and elasticity of the ECM has important implications in cell migration, gene expression, and differentiation. Cells actively sense ECM rigidity and migrate preferentially towards stiffer surfaces in a phenomenon called durotaxis. They also detect elasticity and adjust their gene expression accordingly, which has increasingly become a subject of research because of its impact on differentiation and cancer progression. The biochemical and biomechanical properties of tumor ECM differ from those of normal tissues, and could be used for cancer diagnosis and therapy. In the brain, hyaluronan serves as the primary component of the extracellular matrix, contributing to both structural integrity and signaling functions. High-molecular-weight hyaluronan forms a diffusional barrier that regulates local extracellular diffusion. When the ECM undergoes degradation, hyaluronan fragments are released into the extracellular space, where they act as pro-inflammatory molecules, influencing immune cell responses, including those of microglia. Many cells bind to components of the extracellular matrix. Cell adhesion can occur in two ways; by focal adhesions, connecting the ECM to actin filaments of the cell, and hemidesmosomes, connecting the ECM to intermediate filaments such as keratin. This cell-to-ECM adhesion is regulated by specific cell-surface cellular adhesion molecules (CAM) known as integrins. Integrins are cell-surface proteins that bind cells to ECM structures, such as fibronectin and laminin, and also to integrin proteins on the surface of other cells.[citation needed] Fibronectins bind to ECM macromolecules and facilitate their binding to transmembrane integrins. The attachment of fibronectin to the extracellular domain initiates intracellular signalling pathways as well as association with the cellular cytoskeleton via a set of adaptor molecules such as actin. Clinical significance Extracellular matrix has been found to cause regrowth and healing of tissue. Although the mechanism of action by which extracellular matrix promotes constructive remodeling of tissue is still unknown, researchers now believe that Matrix-bound nanovesicles (MBVs) are a key player in the healing process. In human fetuses, for example, the extracellular matrix works with stem cells to grow and regrow all parts of the human body, and fetuses can regrow anything that gets damaged in the womb. Scientists have long believed that the matrix stops functioning after full development. It has been used in the past to help horses heal torn ligaments, but it is being researched further as a device for tissue regeneration in humans. In terms of injury repair and tissue engineering, the extracellular matrix serves two main purposes. First, it prevents the immune system from triggering from the injury and responding with inflammation and scar tissue. Next, it facilitates the surrounding cells to repair the tissue instead of forming scar tissue. For medical applications, the required ECM is usually extracted from pig bladders, an easily accessible and relatively unused source. It is currently being used regularly to treat ulcers by closing the hole in the tissue that lines the stomach, but further research is currently being done by many universities as well as the U.S. Government for wounded soldier applications. As of early 2007, testing was being carried out on a military base in Texas. Scientists are using a powdered form on Iraq War veterans whose hands were damaged in the war. Not all ECM devices come from the bladder. Extracellular matrix coming from pig small intestine submucosa are being used to repair "atrial septal defects" (ASD), "patent foramen ovale" (PFO) and inguinal hernia. After one year, 95% of the collagen ECM in these patches has been replaced by the body with the normal soft tissue of the heart. Extracellular matrix proteins are commonly used in cell culture systems to maintain stem and precursor cells in an undifferentiated state during cell culture and function to induce differentiation of epithelial, endothelial and smooth muscle cells in vitro. Extracellular matrix proteins can also be used to support 3D cell culture in vitro for modelling tumor development. A class of biomaterials derived from processing human or animal tissues to retain portions of the extracellular matrix are called ECM Biomaterial.[citation needed] In plants Plant cells are tessellated to form tissues. The cell wall is the relatively rigid structure surrounding the plant cell. The cell wall provides lateral strength to resist osmotic turgor pressure, but it is flexible enough to allow cell growth when needed; it also serves as a medium for intercellular communication. The cell wall comprises multiple laminate layers of cellulose microfibrils embedded in a matrix of glycoproteins, including hemicellulose, pectin, and extensin. The components of the glycoprotein matrix help cell walls of adjacent plant cells to bind to each other. The selective permeability of the cell wall is chiefly governed by pectins in the glycoprotein matrix. Plasmodesmata (singular: plasmodesma) are pores that traverse the cell walls of adjacent plant cells. These channels are tightly regulated and selectively allow molecules of specific sizes to pass between cells. In Pluriformea and Filozoa The extracellular matrix functionality of animals (Metazoa) developed in the common ancestor of the Pluriformea and Filozoa, after the Ichthyosporea diverged. History The importance of the extracellular matrix has long been recognized (Lewis, 1922), but the usage of the term is more recent (Gospodarowicz et al., 1979). See also References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/ISO_3166-2:US] | [TOKENS: 260]
Contents ISO 3166-2:US ISO 3166-2:US is the entry for the United States in ISO 3166-2, part of the ISO 3166 standard published by the International Organization for Standardization (ISO), which defines codes for the names of the principal subdivisions (e.g., provinces or states) of all countries coded in ISO 3166-1. Currently for the United States, ISO 3166-2 codes are defined for the following subdivisions: Each code consists of two parts separated by a hyphen. The first part is US, the ISO 3166-1 alpha-2 code of the United States. The second part is two letters, which is the postal abbreviation of the state, district, or outlying area, except the United States Minor Outlying Islands which do not have a postal abbreviation. Current codes Subdivision names are listed as in the ISO 3166-2 standard published by the ISO 3166 Maintenance Agency (ISO 3166/MA). Subdivisions included in ISO 3166-1 Besides being included as subdivisions of the United States in ISO 3166-2, the outlying areas are also officially assigned their own country codes in ISO 3166-1. See also External links
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[SOURCE: https://en.wikipedia.org/wiki/XAI_(company)#cite_note-45] | [TOKENS: 1856]
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Meridian_(astronomy)] | [TOKENS: 429]
Contents Meridian (astronomy) In astronomy, the meridian is the great circle passing through the celestial poles, as well as the zenith and nadir of an observer's location. Consequently, it contains also the north and south points on the horizon, and it is perpendicular to the celestial equator and horizon. Meridians, celestial and geographical, are determined by the pencil of planes passing through the Earth's rotation axis. For a location not on this axis, there is a unique meridian plane in this axial-pencil through that location. The intersection of this plane with Earth's surface defines two geographical meridians (either one east and one west of the prime meridian, or else the prime meridian itself and its anti-meridian), and the intersection of the plane with the celestial sphere is the celestial meridian for that location and time. There are several ways to divide the meridian into semicircles. In one approach, the observer's upper meridian extends from a celestial pole and passes through the zenith to contact the opposite pole, while the lower meridian passes through the nadir to contact both poles at the opposite ends. In another approach known as the horizontal coordinate system, the meridian is divided into the local meridian, the semicircle that contains the observer's zenith and the north and south points of their horizon, and the opposite semicircle, which contains the nadir and the north and south points of their horizon. On any given (sidereal) day/night, a celestial object will appear to drift across, or transit, the observer's upper meridian as Earth rotates, since the meridian is fixed to the local horizon. At culmination, the object contacts the upper meridian and reaches its highest point in the sky. An object's right ascension and the local sidereal time can be used to determine the time of its culmination (see hour angle). Etymology The term meridian comes from the Latin meridies, which means both "midday" and "south", as the celestial equator appears to tilt southward from the Northern Hemisphere. See also References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-FOOTNOTEMcFerran20158–9-31] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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[SOURCE: https://en.wikipedia.org/wiki/Frost] | [TOKENS: 3342]
Contents Frost Frost is a layer of ice on a solid surface, which forms from water vapor that deposits onto a freezing surface. Frost forms when the air contains more water vapor than it can normally hold at a specific temperature. The process is similar to the formation of dew, except it occurs below the freezing point of water typically without crossing through a liquid state. Air always contains a certain amount of water vapor, depending on temperature. Warmer air can hold more than colder air. When the atmosphere contains more water than it can hold at a specific temperature, its relative humidity rises above 100% becoming supersaturated, and the excess water vapor is forced to deposit onto any nearby surface, forming seed crystals. The temperature at which it will form is called the dew point, and depends on the humidity of air. When the temperature of the air drops below its dew point, excess water vapor is forced out of solution, resulting in a phase change directly from water vapor (a gas) to ice (a solid). As more water molecules are added to the seeds, crystal growth occurs, forming ice crystals. Crystals may vary in size and shape, from an even layer of numerous microscopic-seeds to fewer but much larger crystals, ranging from long dendritic crystals (tree-like) growing across a surface, acicular crystals (needle-like) growing outward from the surface, snowflake-shaped crystals, or even large, knifelike blades of ice covering an object, which depends on many factors such as temperature, air pressure, air motion and turbulence, surface roughness and wettability, and the level of supersaturation. For example, water vapor adsorbs to glass very well, so automobile windows will often frost before the paint, and large hoar-frost crystals can grow very rapidly when the air is very cold, calm, and heavily saturated, such as during an ice fog. Frost may occur when warm, moist air comes into contact with a cold surface, cooling it below its dew point, such as warm breath on a freezing window. In the atmosphere, it more often occurs when both the air and the surface are below freezing, when the air experiences a drop in temperature bringing it below its dew point, for example, when the temperature falls after the sun sets. In temperate climates, it most commonly appears on surfaces near the ground as fragile white crystals; in cold climates, it occurs in a greater variety of forms. The propagation of crystal formation occurs by the process of nucleation, in specific, water nucleation, which is the same phenomenon responsible for the formation of clouds, fog, snow, rain and other meteorological phenomena. The ice crystals of frost form as the result of fractal process development. The depth of frost crystals varies depending on the amount of time they have been accumulating, and the concentration of the water vapor (humidity). Frost crystals may be invisible (black), clear (translucent), or, if a mass of frost crystals scatters light in all directions, the coating of frost appears white. Types of frost include crystalline (hoar frost or radiation frost) from deposition of water vapor from air of low humidity, white frost in humid conditions, window frost on glass surfaces, advection frost from cold wind over cold surfaces, black frost without visible ice at low temperatures and very low humidity, and rime under supercooled wet conditions. Plants that have evolved in warmer climates suffer damage when the temperature falls low enough to freeze the water in the cells that make up the plant tissue. The tissue damage resulting from this process is known as "frost damage". Farmers in those regions where frost damage has been known to affect their crops often invest in substantial means to protect their crops from such damage. Formation If a solid surface is chilled below the dew point of the surrounding humid air, and the surface itself is colder than freezing, ice will form on it. If the water deposits as a liquid that then freezes, it forms a coating that may look glassy, opaque, or crystalline, depending on its type. Depending on context, that process may also be called atmospheric icing. The ice it produces differs in some ways from crystalline frost, which consists of spicules of ice that typically project from the solid surface on which they grow. The main difference between the ice coatings and frost spicules arises because the crystalline spicules grow directly from desublimation of water vapour from air, and desublimation is not a factor in icing of freezing surfaces. For desublimation to proceed, the surface must be below the frost point of the air, meaning that it is sufficiently cold for ice to form without passing through the liquid phase. The air must be humid, but not sufficiently humid to permit the condensation of liquid water, or icing will result instead of desublimation. The size of the crystals depends largely on the temperature, the amount of water vapor available, and how long they have been growing undisturbed. As a rule, except in conditions where supercooled droplets are present in the air, frost will form only if the deposition surface is colder than the surrounding air. For instance, frost may be observed around cracks in cold wooden sidewalks when humid air escapes from the warmer ground beneath. Other objects on which frost commonly forms are those with low specific heat or high thermal emissivity, such as blackened metals, hence the accumulation of frost on the heads of rusty nails. The apparently erratic occurrence of frost in adjacent localities is due partly to differences of elevation, the lower areas becoming colder on calm nights. Where static air settles above an area of ground in the absence of wind, the absorptivity and specific heat of the ground strongly influence the temperature that the trapped air attains. Types Hoar frost, also hoarfrost, radiation frost, or pruina, refers to white ice crystals deposited on the ground or loosely attached to exposed objects, such as wires or leaves. They form on cold, clear nights when conditions are such that heat radiates into outer space faster than it can be replaced from nearby warm objects or brought in by the wind. Under suitable circumstances, objects cool to below the frost point of the surrounding air, well below the freezing point of water. Such freezing may be promoted by effects such as flood frost or frost pocket. These occur when ground-level radiation cools air until it flows downhill and accumulates in pockets of very cold air in valleys and hollows. Hoar frost may freeze in such low-lying cold air even when the air temperature a few feet above ground is well above freezing. The word "hoar" comes from an Old English adjective that means "showing signs of old age". In this context, it refers to the frost that makes trees and bushes look like white hair. Hoar frost may have different names depending on where it forms: When surface hoar covers sloping snowbanks, the layer of frost crystals may create an avalanche risk; when heavy layers of new snow cover the frosty surface, furry crystals standing out from the old snow hold off the falling flakes, forming a layer of voids that prevents the new snow layers from bonding strongly to the old snow beneath. Ideal conditions for hoarfrost to form on snow are cold, clear nights, with very light, cold air currents conveying humidity at the right rate for growth of frost crystals. Wind that is too strong or warm destroys the furry crystals, and thereby may permit a stronger bond between the old and new snow layers. However, if the winds are strong enough and cold enough to lay the crystals flat and dry, carpeting the snow with cold, loose crystals without removing or destroying them or letting them warm up and become sticky, then the frost interface between the snow layers may still present an avalanche danger, because the texture of the frost crystals differs from the snow texture, and the dry crystals will not stick to fresh snow. Such conditions still prevent a strong bond between the snow layers. In very low temperatures where fluffy surface hoar crystals form without subsequently being covered with snow, strong winds may break them off, forming a dust of ice particles and blowing them over the surface. The ice dust then may form yukimarimo, as has been observed in parts of Antarctica, in a process similar to the formation of dust bunnies and similar structures. Hoar frost and white frost also occur in man-made environments such as in freezers or industrial cold-storage facilities. If such cold spaces or the pipes serving them are not well insulated and are exposed to ambient humidity, the moisture will freeze instantly depending on the freezer temperature. The frost may coat pipes thickly, partly insulating them, but such inefficient insulation still is a source of heat loss. Advection frost (also called wind frost) refers to tiny ice spikes that form when very cold wind is blowing over tree branches, poles, and other surfaces. It looks like rimming on the edges of flowers and leaves, and usually forms against the direction of the wind. It can occur at any hour, day or night. Window frost (also called fern frost or ice flowers) forms when a glass pane is exposed to very cold air on the outside and warmer, moderately moist air on the inside. If the pane is a bad insulator (for example, if it is a single-pane window), water vapour condenses on the glass, forming frost patterns. With very low temperatures outside, frost can appear on the bottom of the window even with double-pane energy-efficient windows because the air convection between two panes of glass ensures that the bottom part of the glazing unit is colder than the top part. On unheated motor vehicles, the frost usually forms on the outside surface of the glass first. The glass surface influences the shape of crystals, so imperfections, scratches, or dust can modify the way ice nucleates. The patterns in window frost form a fractal with a fractal dimension greater than one, but less than two. This is a consequence of the nucleation process being constrained to unfold in two dimensions, unlike a snowflake, which is shaped by a similar process, but forms in three dimensions and has a fractal dimension greater than two. If the indoor air is very humid, rather than moderately so, water first condenses in small droplets, and then freezes into clear ice. Similar patterns of freezing may occur on other smooth vertical surfaces, but they seldom are as obvious or spectacular as on clear glass. White frost is a solid deposition of ice that forms directly on snow surfaces from water vapour contained in air. White frost forms when relative humidity is above 90% and the temperature below −8 °C (18 °F), and it grows against the wind direction, since air arriving from windward has a higher humidity than leeward air, but the wind must not be strong, else it damages the delicate icy structures as they begin to form. White frost resembles a heavy coating of hoar frost with big, interlocking crystals, usually needle-shaped. Rime is a type of ice deposition that occurs quickly, often under heavily humid and windy conditions. Technically speaking, it is not a type of frost, since usually supercooled water drops are involved, in contrast to the formation of hoar frost, in which water vapour desublimates slowly and directly. Ships travelling through Arctic seas may accumulate large quantities of rime on the rigging. Unlike hoar frost, which has a feathery appearance, rime generally has an icy, solid appearance. Black frost (or "killing frost") is not strictly speaking frost at all, because it is the condition seen in crops when the humidity is too low for frost to form, but the temperature falls so low that plant tissues freeze and die, becoming blackened, hence the term "black frost". Black frost often is called "killing frost" because white frost tends to be less cold, partly because the latent heat of freezing of the water reduces the temperature drop. Effect on plants Many plants can be damaged or killed by freezing temperatures or frost. This varies with the type of plant, the tissue exposed, and how low temperatures get; a "light frost" of −2 to 0 °C (28 to 32 °F) damages fewer types of plants than a "hard frost" below −2 °C (28 °F). Plants likely to be damaged even by a light frost include vines—such as beans, grapes, squashes, melons—along with nightshades such as tomatoes, eggplants, and peppers. Plants that may tolerate (or even benefit from) frosts include: Even those plants that tolerate frost may be damaged once temperatures drop even lower (below −4 °C or 25 °F). Hardy perennials, such as Hosta, become dormant after the first frosts and regrow when spring arrives. The entire visible plant may turn completely brown until the spring warmth, or may drop all of its leaves and flowers, leaving the stem and stalk only. Evergreen plants, such as pine trees, withstand frost although all or most growth stops. Frost crack is a bark defect caused by a combination of low temperatures and heat from the winter sun. Vegetation is not necessarily damaged when leaf temperatures drop below the freezing point of their cell contents. In the absence of a site nucleating the formation of ice crystals, the leaves remain in a supercooled liquid state, safely reaching temperatures of −4 to −12 °C (25 to 10 °F). However, once frost forms, the leaf cells may be damaged by sharp ice crystals. Hardening is the process by which a plant becomes tolerant to low temperatures. See also Cryobiology. Certain bacteria, notably Pseudomonas syringae, are particularly effective at triggering frost formation, raising the nucleation temperature to about −2 °C (28 °F). Bacteria lacking ice nucleation-active proteins (ice-minus bacteria) result in greatly reduced frost damage. Typical measures to prevent frost or reduce its severity include one or more of: Such measures need to be applied with discretion, as they may do more harm than good; for example, spraying crops with water can cause damage if the plants become overburdened with ice. Frost-free areas Frost-free areas are found mainly in the lowland tropics, where they cover almost all land except at altitudes above about 3,000 metres or 9,800 feet near the equator and around 2,000 metres or 6,600 feet in the semiarid areas in tropical regions. Some areas on the oceanic margins of the subtropics are also frost-free, as are highly oceanic areas near windward coasts. The most poleward frost-free areas are the lower altitudes of the Azores, Île Amsterdam, Île Saint-Paul, and Tristan da Cunha. In the contiguous United States, southern Florida around Miami Beach and the Florida Keys are the only reliably frost-free areas, as well as the Channel Islands off the coast of California. The hardiness zones in these regions are 11a and 11b. Permafrost Permafrost is a layer of frozen earth underground which never heats above freezing even during summer months, remaining frozen year round. Although not frost in the atmospheric sense, it consists of dirt, soil, sand, rocks, clay, or organic matter (peat) bound firmly together by ice crystals, making the material very hard and difficult to penetrate. Permafrost exists in the colder climates of the Arctic and Antarctic, such as Russia, Canada, Alaska, Norway, Greenland, or Antarctica, where the warmer conditions of summer are insufficient to penetrate the insulation of the Earth to reach deep enough to thaw the permafrost layer. The permafrost may begin from the surface of the ground or many meters beneath it, and may extend from just a meter to over a thousand meters in thickness. Permafrost contains a significant portion of the Earth's water and carbon, and prevents surface water from penetrating very deep into the ground, making it responsible in part for the typical taiga and spruce bog environments common in northern latitudes. Personifications Frost is personified in Russian culture as Ded Moroz. Indigenous peoples of Russia such as the Mordvins have their own traditions of frost deities. English folklore tradition holds that Jack Frost, an elfish creature, is responsible for feathery patterns of frost found on windows on cold mornings. On other planets Gallery See also References External links
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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Contents Islam Islam[a] is an Abrahamic monotheistic religion based on the Quran and the teachings of Muhammad. The religion's adherents, called Muslims, are estimated to number 2 billion worldwide and are the world's second-largest religious population, after Christians. Muslims believe that there is a primordial faith that was revealed many times through earlier prophets and messengers, including Adam, Noah, Abraham, Moses, and Jesus, and they believe that Islam is the universal and complete version of this faith. Muslims consider the Quran to be the verbatim word of God and the unaltered, final revelation. Alongside the Quran, Muslims also believe in previous revelations, such as the Tawrat (the Torah), the Zabur (Psalms), and the Injil (Gospel). They believe that Muhammad is the main and final of God's prophets, through whom the religion was completed. The teachings and normative examples of Muhammad, called the Sunnah, documented in accounts called the hadith, provide a constitutional model for Muslims. Islam is based on the belief in the oneness and uniqueness of God (tawhid), and belief in an afterlife (akhirah) with the Last Judgment—wherein the righteous will be rewarded in paradise (jannah) and the unrighteous will be punished in hell (jahannam). The Five Pillars, considered obligatory acts of worship, are the Islamic oath and creed (shahada), daily prayers (salah), almsgiving (zakat), fasting (sawm) in the month of Ramadan, and a pilgrimage (hajj) to Mecca. Islamic law, sharia, touches on virtually every aspect of life, from banking and finance and welfare to men's roles and women's roles and the environment. The two main religious festivals are Eid al-Fitr and Eid al-Adha. The three holiest sites in Islam are Masjid al-Haram in Mecca, Prophet's Mosque in Medina, and al-Aqsa Mosque in Jerusalem. The religion of Islam originated in Mecca c. 610 CE. Muslims believe this is when Muhammad received his first revelation. By the time of his death, most of the Arabian Peninsula had converted to Islam. Muslim rule expanded outside Arabia under the Rashidun Caliphate. Following the Rashidun Caliphate, a succession of Muslim dynasties rose to power, followed later by non-Muslim colonial empires. Since 1947, the Muslim world has been largely governed by modern nation-states. The expansion of the Muslim world involved various states and dynasties as well as extensive trade and religious conversion as a result of Islamic missionary activities (dawah), as well as through conquests, imperialism, colonialism, and the Ottoman and Arab slave trades. The two main Islamic branches are Sunni Islam (87–90%) and Shia Islam (10–13%). While the Shia–Sunni divide initially arose from disagreements over the succession to Muhammad, they grew to cover a broader dimension, both theologically and juridically. The Sunni canonical hadith collection consists of the six books, while the Shia canonical hadith collection consists of the four books. Muslims make up a majority of the population in 53 countries. Approximately 12% of the world's Muslims live in Indonesia, the most populous Muslim-majority country; 31% live in South Asia; 20% live in the Middle East–North Africa; and 15% live in sub-Saharan Africa. Muslim communities are also present in the Americas, China, and Europe. Muslims are the world's fastest-growing major religious group, according to Pew Research. This is primarily due to a higher fertility rate and younger age structure compared to other major religions. Etymology In Arabic, Islam (Arabic: إسلام, lit. 'submission [to God]') is the verbal noun of Form IV originating from the verb سلم (salama), from the triliteral root س-ل-م (S-L-M), which forms a large class of words mostly relating to concepts of submission, safeness, and peace. In a religious context, it refers to the total surrender to the will of God. A Muslim (مُسْلِم), the word for a follower of Islam, is the active participle of the same verb form, and means "submitter (to God)" or "one who surrenders (to God)". However, Quranic studies scholar Mohsen Goudarzi has argued that in the Quran the word dīn means "worship", the islām means "monotheism" and the muslim means "monotheist". In the Hadith of Gabriel, Islam is presented as one part of a triad that also includes imān (faith), and ihsān (excellence). Islam itself was historically called Mohammedanism in the English-speaking world. This term has fallen out of use and is sometimes said to be offensive, as it suggests that a human being, rather than God, is central to Muslims' religion. Articles of faith The Islamic creed (aqidah) requires belief in six articles: God, angels, revelation, prophets, the Day of Resurrection, and the divine predestination. The central concept of Islam is tawḥīd (Arabic: توحيد), the oneness of God. It is usually thought of as a precise monotheism, but is also panentheistic in Islamic mystical teachings. God is seen as incomparable and without multiplicity of persons such as in the Christian Trinity, and associating multiplicity to God or attributing God's attributes to others is seen as idolatory, called shirk. Thus, Muslims are not iconodules and do not attribute forms to God. God is instead described and referred to by several names or attributes, the most common being Ar-Rahmān (الرحمان) meaning "The Entirely Merciful", and Ar-Rahīm (الرحيم) meaning "The Especially Merciful" which are invoked at the beginning of most chapters of the Quran. Islam teaches that the creation of everything in the universe was brought into being by God's command as expressed by the wording, "Be, and it is,"[i] and that the purpose of existence is to worship God. He is viewed as a personal god and there are no intermediaries, such as clergy, to contact God. Consciousness and awareness of God is referred to as Taqwa. Allāh is a term with no plural or gender being ascribed to it and is also used by Muslims and Arabic-speaking Christians and Jews in reference to God, whereas ʾilāh (إله) is a term used for a deity or a god in general. Angels (singular: Arabic: ملك, malak) are beings described in the Quran and hadith. They are described as created to worship God and also to serve in other specific duties such as communicating revelations from God, recording every person's actions, and taking a person's soul at the time of death. They are described as being created variously from 'light' (nūr) or 'fire' (nār). Islamic angels are often represented in anthropomorphic forms combined with supernatural images, such as wings, being of great size or wearing heavenly articles. Common characteristics for angels include a lack of bodily needs and desires, such as eating and drinking. Some of them, such as Gabriel (Jibrīl) and Michael (Mika'il), are mentioned by name in the Quran. Angels play a significant role in literature about the Mi'raj, where Muhammad encounters several angels during his journey through the heavens. Further angels have often been featured in Islamic eschatology, theology and philosophy. The pre-eminent holy text of Islam is the Quran. Muslims believe that the verses of the Quran were revealed to Muhammad by God, through the archangel Gabriel, on multiple occasions between 610 CE and 632, the year Muhammad died. While Muhammad was alive, these revelations were written down by his companions, although the primary method of transmission was orally through memorization. The Quran is divided into 114 chapters (sūrah) which contain a combined 6,236 verses (āyāt). The chronologically earlier chapters, revealed at Mecca, are concerned primarily with spiritual topics, while the later Medinan chapters discuss more social and legal issues relevant to the Muslim community. Muslim jurists consult the hadith ('accounts'), or the written record of Muhammad's life, to both supplement the Quran and assist with its interpretation. The science of Quranic commentary and exegesis is known as tafsir. In addition to its religious significance, the Quran is widely regarded as the finest work in Arabic literature, and has influenced art and the Arabic language. Islam also holds that God has sent revelations, called wahy, to different prophets numerous times throughout history. However, Islam teaches that parts of the previously revealed scriptures, such as the Tawrat (Torah) and the Injil (Gospel), have become distorted—either in interpretation, in text, or both, while the Quran (lit. 'Recitation') is viewed as the final, verbatim and unaltered word of God. Prophets (Arabic: أنبياء, anbiyāʾ) are believed to have been chosen by God to preach a divine message. Some of these prophets additionally deliver a new book and are called "messengers" (رسول‎, rasūl). Muslims believe prophets are human and not divine. All of the prophets are said to have preached the same basic message of Islam – submission to the will of God – to various nations in the past, and this is said to account for many similarities among religions. The Quran recounts the names of numerous figures considered prophets in Islam, including Adam, Noah, Abraham, Moses, David and Jesus, among others. The stories associated with the prophets beyond the Quranic accounts are collected and explored in the Qisas al-Anbiya (Stories of the Prophets). Muslims believe that God sent Muhammad as the final prophet ("Seal of the prophets") to convey the completed message of Islam. In Islam, the "normative" example of Muhammad's life is called the sunnah (literally "trodden path"). Muslims are encouraged to emulate Muhammad's moral behaviors in their daily lives, and the sunnah is seen as crucial to guiding interpretation of the Quran. This example is preserved in traditions known as hadith, which are accounts of his words, actions, and personal characteristics. Hadith Qudsi is a sub-category of hadith, regarded as God's verbatim words quoted by Muhammad that are not part of the Quran. A hadith involves two elements: a chain of narrators, called sanad, and the actual wording, called matn. There are various methodologies to classify the authenticity of hadiths, with the commonly used grading scale being "authentic" or "correct" (صحيح, ṣaḥīḥ); "good" (حسن, ḥasan); or "weak" (ضعيف, ḍaʻīf), among others. The Kutub al-Sittah are a collection of six books, regarded as the most authentic reports in Sunni Islam. Among them is Sahih al-Bukhari, often considered by Sunnis to be one of the most authentic sources after the Quran. Another well-known source of hadiths is known as The Four Books, which Shias consider as the most authentic hadith reference. Belief in the "Day of Resurrection" or Yawm al-Qiyāmah (Arabic: يوم القيامة) is also crucial for Muslims. It is believed that the time of Qiyāmah is preordained by God, but unknown to man. The Quran and the hadith, as well as the commentaries of scholars, describe the trials and tribulations preceding and during the Qiyāmah. The Quran emphasizes bodily resurrection, a break from the pre-Islamic Arabian understanding of death. On Yawm al-Qiyāmah, Muslims believe all humankind will be judged by their good and bad deeds and consigned to Jannah (paradise) or Jahannam (hell). The Quran in Surat al-Zalzalah describes this as: "So whoever does an atom's weight of good will see it. And whoever does an atom's weight of evil will see it." The Quran lists several sins that can condemn a person to hell. However, the Quran makes it clear that God will forgive the sins of those who repent if he wishes. Good deeds, like charity, prayer, and compassion towards animals will be rewarded with entry to heaven. Muslims view heaven as a place of joy and blessings, with Quranic references describing its features. Mystical traditions in Islam place these heavenly delights in the context of an ecstatic awareness of God. Yawm al-Qiyāmah is also identified in the Quran as Yawm ad-Dīn (يوم الدين "Day of Religion");[ii] as-Sāʿah (الساعة "the Last Hour");[iii] and al-Qāriʿah (القارعة "The Clatterer").[iv] The concept of divine predestination in Islam (Arabic: القضاء والقدر, al-qadāʾ wa l-qadar) means that every matter, good or bad, is believed to have been decreed by God. Al-qadar, meaning "power", derives from a root that means "to measure" or "calculating". Muslims often express this belief in divine destiny with the phrase "In-sha-Allah" (Arabic: إن شاء الله) meaning "if God wills" when speaking on future events. Acts of worship There are five acts of worship that are considered duties–the Shahada (declaration of faith), the five daily prayers, Zakat (almsgiving), fasting during Ramadan, and the Hajj pilgrimage–collectively known as "The Pillars of Islam" (Arkān al-Islām). In addition, Muslims also perform other optional supererogatory acts that are encouraged but not considered to be duties. The shahadah is an oath declaring belief in Islam. The expanded statement is "ʾašhadu ʾal-lā ʾilāha ʾillā-llāhu wa ʾašhadu ʾanna muħammadan rasūlu-llāh" (أشهد أن لا إله إلا الله وأشهد أن محمداً رسول الله), or, "I testify that there is no deity except God and I testify that Muhammad is the messenger of God." Islam is sometimes argued to have a very simple creed with the shahada being the premise for the rest of the religion. Non-Muslims wishing to convert to Islam are required to recite the shahada in front of witnesses. Prayer in Islam, called as-salah or aṣ-ṣalāt (Arabic: الصلاة), is seen as a personal communication with God and consists of repeating units called rakat that include bowing and prostrating to God. There are five timed prayers each day that are considered duties. The prayers are recited in the Arabic language and performed in the direction of the Kaaba. The act also requires a state of ritual purity achieved by means of either a routine wudu ritual wash or, in certain circumstances, a ghusl full body ritual wash. A mosque is a place of worship for Muslims, who often refer to it by its Arabic name masjid. Although the primary purpose of the mosque is to serve as a place of prayer, it is also an important social centre for the Muslim community. For example, the Masjid an-Nabawi ("Prophetic Mosque") in Medina, Saudi Arabia, used to also serve as a shelter for the poor. Minarets are towers used to call the adhan, a vocal call to signal the prayer time. Zakat (Arabic: زكاة, zakāh), also spelled Zakāt or Zakah, is a type of almsgiving characterized by the giving of a fixed portion (2.5% annually) of accumulated wealth by those who can afford it to help the poor or needy, such as for freeing captives, those in debt, or for (stranded) travellers, and for those employed to collect zakat. It acts as a form of welfare in Muslim societies. It is considered a religious obligation that the well-off owe the needy because their wealth is seen as a trust from God's bounty, and is seen as a purification of one's excess wealth. The total annual value contributed due to zakat is 15 times greater than global humanitarian aid donations, using conservative estimates. Sadaqah, as opposed to Zakat, is a much-encouraged optional charity. A waqf is a perpetual charitable trust, which finances hospitals and schools in Muslim societies. In Islam, fasting (Arabic: صوم, ṣawm) precludes food and drink, as well as other forms of consumption, such as smoking, and is performed from dawn to sunset. During the month of Ramadan, it is considered a duty for Muslims to fast. The fast is to encourage a feeling of nearness to God by restraining oneself for God's sake from what is otherwise permissible and to think of the needy. In addition, there are other days, such as the Day of Arafah, when fasting is optional. The Islamic pilgrimage, called the ḥajj (Arabic: حج), is to be done at least once a lifetime by every Muslim with the means to do so during the Islamic month of Dhu al-Hijjah. Rituals of the Hajj mostly imitate the story of the family of Abraham. In Mecca, pilgrims walk seven times around the Kaaba, which Muslims believe Abraham built as a place of worship, and they walk seven times between Mount Safa and Marwa, recounting the steps of Abraham's wife, Hagar, who was looking for water for her baby Ishmael in the desert before Mecca developed into a settlement. The pilgrimage also involves spending a day praying and worshipping in the plain of Mount Arafat as well as symbolically stoning the Devil. All Muslim men wear only two simple white unstitched pieces of cloth called ihram, intended to bring continuity through generations and uniformity among pilgrims despite class or origin. Another form of pilgrimage, Umrah, is optional and can be undertaken at any time of the year. Other sites of Islamic pilgrimage are Medina, where Muhammad died, as well as Jerusalem, a city of many Islamic prophets and the site of Al-Aqsa, which was the direction of prayer before Mecca. Muslims recite and memorize the whole or parts of the Quran as acts of virtue. Tajwid refers to the set of rules for the proper elocution of the Quran. Many Muslims recite the whole Quran during the month of Ramadan. One who has memorized the whole Quran is called a hafiz ("memorizer"), and hadiths mention that these individuals will be able to intercede for others on Judgment Day. Supplication to God, called in Arabic duʿāʾ (Arabic: دعاء IPA: [dʊˈʕæːʔ]) has its own etiquette such as raising hands as if begging. Remembrance of God (ذكر, Dhikr') refers to phrases repeated referencing God. Commonly, this includes Tahmid, declaring praise be due to God (الحمد لله, al-Ḥamdu lillāh) during prayer or when feeling thankful, Tasbih, declaring glory to God during prayer or when in awe of something and saying 'in the name of God' (بسملة, basmalah) before starting an act such as eating. History According to Islamic tradition, Muhammad was born in Mecca in 570 CE and was orphaned early in life. Growing up as a trader, he became known as the "trusted one" (Arabic: الامين) and was sought after as an impartial arbitrator. He later married his employer, the businesswoman Khadija. In the year 610 CE, troubled by the moral decline and idolatry prevalent in Mecca and seeking seclusion and spiritual contemplation, Muhammad retreated to the Cave of Hira in the mountain Jabal al-Nour, near Mecca. It was during his time in the cave that he is said to have received the first revelation of the Quran from the angel Gabriel. The event of Muhammad's retreat to the cave and subsequent revelation is known as the "Night of Power" (Laylat al-Qadr) and is considered a significant event in Islamic history. During the next 22 years of his life, from age 40 onwards, Muhammad continued to receive revelations from God, becoming the last or seal of the prophets sent to mankind. During this time, while in Mecca, Muhammad preached first in secret and then in public, imploring his listeners to abandon polytheism and worship one God. Many early converts to Islam were women, the poor, foreigners, and slaves like the first muezzin Bilal ibn Rabah al-Habashi. The Meccan elite felt Muhammad was destabilizing their social order by preaching about one God and giving questionable ideas to the poor and slaves because they profited from the pilgrimages to the idols of the Kaaba. After 12 years of the persecution of Muslims by the Meccans, Muhammad and his companions performed the Hijra ("emigration") in 622 to the city of Yathrib (current-day Medina). He established the first Islamic state there with the Medinan converts (the Ansar) and the Meccan migrants (the Muhajirun). The Constitution of Medina was signed by all the tribes of Medina. This established religious freedoms and freedom to use their own laws among the Muslim and non-Muslim communities as well as an agreement to defend Medina from external threats. Meccan forces and their allies lost against the Muslims at the Battle of Badr in 624 and then fought an inconclusive battle in the Battle of Uhud before unsuccessfully besieging Medina in the Battle of the Trench (March–April 627). In 628, the Treaty of Hudaybiyyah was signed between Mecca and the Muslims, but it was broken by Mecca two years later. As more tribes converted to Islam, Meccan trade routes were cut off by the Muslims. By 629 Muhammad was victorious in the nearly bloodless conquest of Mecca, and by the time of his death in 632 (at age 62) he had united the tribes of Arabia into a single religious polity. Muhammad died in 632 and the first successors, called Caliphs – Abu Bakr, Umar, Uthman ibn al-Affan, Ali ibn Abi Talib and sometimes Hasan ibn Ali – are known in Sunni Islam as al-khulafā' ar-rāshidūn ("Rightly Guided Caliphs"). Some tribes left Islam and rebelled under leaders who declared themselves new prophets but were crushed by Abu Bakr in the Ridda wars. Local populations of Jews and indigenous Christians, persecuted as religious minorities and heretics and taxed heavily, often helped Muslims take over their [ambiguous] lands, resulting in rapid expansion of the caliphate into the Persian and Byzantine empires. Uthman was elected in 644 and his assassination by rebels led to Ali being elected the next Caliph. In the First Civil War, Muhammad's widow, Aisha, raised an army against Ali, attempting to avenge the death of Uthman, but was defeated at the Battle of the Camel. Ali attempted to remove the governor of Syria, Mu'awiya, who was seen as corrupt. Mu'awiya then declared war on Ali and was defeated in the Battle of Siffin. Ali's decision to arbitrate angered the Kharijites, an extremist sect, who felt that by not fighting a sinner, Ali became a sinner as well. The Kharijites rebelled and were defeated in the Battle of Nahrawan but a Kharijite assassin later killed Ali. Ali's son, Hasan ibn Ali, was elected Caliph and signed a peace treaty to avoid further fighting, abdicating to Mu'awiya in return for Mu'awiya not appointing a successor. Mu'awiya began the Umayyad dynasty with the appointment of his son Yazid I as successor, sparking the Second Civil War. During the Battle of Karbala, Husayn ibn Ali was killed by Yazid's forces; the event has been annually commemorated by Shias ever since. Sunnis, led by Ibn al-Zubayr and opposed to a dynastic caliphate, were defeated in the siege of Mecca. These disputes over leadership would give rise to the Sunni-Shia schism, with the Shia believing leadership belongs to Muhammad's family through Ali, called the ahl al-bayt. Abu Bakr's leadership oversaw the beginning of the compilation of the Quran. The Caliph Umar ibn Abd al-Aziz set up the committee, The Seven Fuqaha of Medina, and Malik ibn Anas wrote one of the earliest books on Islamic jurisprudence, the Muwatta, as a consensus of the opinion of those jurists. The Kharijites believed there was no compromised middle ground between good and evil, and any Muslim who committed a grave sin would become an unbeliever. The term "kharijites" would also be used to refer to later groups such as ISIS. The Murji'ah taught that people's righteousness could be judged by God alone. Therefore, wrongdoers might be considered misguided, but not denounced as unbelievers. This attitude came to prevail into mainstream Islamic beliefs. The Umayyad dynasty conquered the Maghreb, the Iberian Peninsula, Narbonnese Gaul and Sindh. The Umayyads struggled with a lack of legitimacy and relied on a heavily patronized military. Since the jizya tax was a tax paid by non-Muslims which exempted them from military service, the Umayyads denied recognizing the conversion of non-Arabs, as it reduced revenue. While the Rashidun Caliphate emphasized austerity, with Umar even requiring an inventory of each official's possessions, Umayyad luxury bred dissatisfaction among the pious. The Kharijites led the Berber Revolt, leading to the first Muslim states independent of the Caliphate. In the Abbasid Revolution, non-Arab converts (mawali), Arab clans pushed aside by the Umayyad clan, and some Shi'a rallied and overthrew the Umayyads, inaugurating the more cosmopolitan Abbasid dynasty in 750. Al-Shafi'i codified a method to determine the reliability of hadith. During the early Abbasid era, scholars such as Muhammad al-Bukhari and Muslim ibn al-Hajjaj compiled the major Sunni hadith collections while scholars like Al-Kulayni and Ibn Babawayh compiled major Shia hadith collections. The four Sunni Madh'habs, the Hanafi, Hanbali, Maliki, and Shafi'i, were established around the teachings of Abū Ḥanīfa, Ahmad ibn Hanbal, Malik ibn Anas and al-Shafi'i. In contrast, the teachings of Ja'far al-Sadiq formed the Ja'fari jurisprudence. In the 9th century, Al-Tabari completed the first commentary of the Quran, the Tafsir al-Tabari, which became one of the most cited commentaries in Sunni Islam. Some Muslims began questioning the piety of indulgence in worldly life and emphasized poverty, humility, and avoidance of sin based on renunciation of bodily desires. Ascetics such as Hasan al-Basri inspired a movement that would evolve into tasawwuf or Sufism. At this time, theological problems, notably on free will, were prominently tackled, with Hasan al Basri holding that although God knows people's actions, good and evil come from abuse of free will and the devil.[b] Greek rationalist philosophy influenced a speculative school of thought known as Muʿtazila, who famously advocated the notion of free-will originated by Wasil ibn Ata. Caliph Mamun al Rashid made it an official creed and unsuccessfully attempted to force this position on the majority. Caliph Al-Mu'tasim carried out inquisitions, with the traditionalist Ahmad ibn Hanbal notably refusing to conform to the Muʿtazila idea that the Quran was created rather than being eternal, which resulted in him being tortured and kept in an unlit prison cell for nearly thirty months. However, other schools of speculative theology – Māturīdism founded by Abu Mansur al-Maturidi and Ash'ari founded by Al-Ash'ari – were more successful in being widely adopted. Philosophers such as Al-Farabi, Avicenna and Averroes sought to harmonize Aristotle's ideas with the teachings of Islam, similar to later scholasticism within Christianity in Europe and Maimonides' work within Judaism, while others like Al-Ghazali argued against such syncretism and ultimately prevailed. This era is sometimes called the "Islamic Golden Age". Islamic scientific achievements spanned a wide range of subject areas including medicine, mathematics, astronomy, and agriculture as well as physics, economics, engineering and optics. Avicenna was a pioneer in experimental medicine, and his The Canon of Medicine was used as a standard medicinal text in the Islamic world and Europe for centuries. Rhazes was the first to identify the diseases smallpox and measles. Public hospitals of the time issued the first medical diplomas to license doctors. Ibn al-Haytham is regarded as the father of the modern scientific method and often referred to as the "world's first true scientist", in particular regarding his work in optics. In engineering, the Banū Mūsā brothers' automatic flute player is considered to have been the first programmable machine. In mathematics, the concept of the algorithm is named after Muhammad ibn Musa al-Khwarizmi, who is considered a founder of algebra, which is named after his book al-jabr, while others developed the concept of a function. The government paid scientists the equivalent salary of professional athletes today. Guinness World Records recognizes the University of Al Karaouine, founded in 859, as the world's oldest degree-granting university. Many non-Muslims, such as Christians, Jews and Sabians, contributed to the Islamic civilization in various fields, and the institution known as the House of Wisdom employed Christian and Persian scholars to both translate works into Arabic and to develop new knowledge. Soldiers broke away from the Abbasid empire and established their own dynasties, such as the Tulunids in 868 in Egypt and the Ghaznavid dynasty in 977 in Central Asia. In this fragmentation came the Shi'a Century, roughly between 945 and 1055, which saw the rise of the millennialist Isma'ili Shi'a missionary movement. One Isma'ili group, the Fatimid dynasty, took control of North Africa in the 10th century and another Isma'ili group, the Qarmatians, sacked Mecca and stole the Black Stone, a rock placed within the Kaaba, in their unsuccessful rebellion. Yet another Isma'ili group, the Buyid dynasty, conquered Baghdad and turned the Abbasids into a figurehead monarchy. The Sunni Seljuk dynasty campaigned to reassert Sunni Islam by promulgating the scholarly opinions of the time, notably with the construction of educational institutions known as Nezamiyeh, which are associated with Al-Ghazali and Saadi Shirazi. The expansion of the Muslim world continued with religious missions converting Volga Bulgaria to Islam. The Delhi Sultanate reached deep into the Indian subcontinent and many converted to Islam, in particular low-caste Hindus whose descendants make up the vast majority of Indian Muslims. Trade brought many Muslims to China, where they virtually dominated the import and export industry of the Song dynasty. Muslims were recruited as a governing minority class in the Yuan dynasty. Through Muslim trade networks and the activity of Sufi orders, Islam spread into new areas and Muslims assimilated into new cultures. Under the Ottoman Empire, Islam spread to Southeast Europe. Conversion to Islam often involved a degree of syncretism, as illustrated by Muhammad's appearance in Hindu folklore. Muslim Turks incorporated elements of Turkish Shamanism beliefs to Islam.[c] Muslims in Ming Dynasty China who were descended from earlier immigrants were assimilated, sometimes through laws mandating assimilation, by adopting Chinese names and culture while Nanjing became an important centre of Islamic study. Cultural shifts were evident with the decrease in Arab influence after the Mongol destruction of the Abbasid Caliphate. The Muslim Mongol Khanates in Iran and Central Asia benefited from increased cross-cultural access to East Asia under Mongol rule and thus flourished and developed more distinctively from Arab influence, such as the Timurid Renaissance under the Timurid dynasty. Nasir al-Din al-Tusi (1201–1274) proposed the mathematical model that was later argued to be adopted by Copernicus unrevised in his heliocentric model, and Jamshīd al-Kāshī's estimate of pi would not be surpassed for 180 years. After the introduction of gunpowder weapons, large and centralized Muslim states consolidated around gunpowder empires, these had been previously splintered amongst various territories. The caliphate was claimed by the Ottoman dynasty of the Ottoman Empire and its claims were strengthened in 1517 as Selim I became the ruler of Mecca and Medina. The Shia Safavid dynasty rose to power in 1501 and later conquered all of Iran. In South Asia, Babur founded the Mughal Empire. The religion of the centralized states of the gunpowder empires influenced the religious practice of their constituent populations. A symbiosis between Ottoman rulers and Sufism strongly influenced Islamic reign by the Ottomans from the beginning. The Mevlevi Order and the Bektashis had a close relation to the sultans, as Sufi-mystical as well as heterodox and syncretic approaches to Islam flourished. The often forceful Safavid conversion of Iran to the Twelver Shia Islam of the Safavid Empire ensured the final dominance of the Twelver sect within Shia Islam. Persian migrants to South Asia, as influential bureaucrats and landholders, helped spread Shia Islam, forming some of the largest Shia populations outside Iran. Nader Shah, who overthrew the Safavids, attempted to improve relations with Sunnis by propagating the integration of Twelverism into Sunni Islam as a fifth madhhab, called Ja'farism, which failed to gain recognition from the Ottomans. Earlier in the 14th century, Ibn Taymiyya promoted a puritanical form of Islam, rejecting philosophical approaches in favor of simpler theology, and called to open the gates of itjihad rather than blind imitation of scholars. He called for a jihad against those he deemed heretics, but his writings only played a marginal role during his lifetime. During the 18th century in Arabia, Muhammad ibn 'Abd al-Wahhab, influenced by the works of Ibn Taymiyya and Ibn al-Qayyim, founded a movement called Wahhabi to return to what he saw as unadultered Islam. He condemned many local Islamic customs, such as visiting the grave of Muhammad or saints, as later innovations and sinful and destroyed sacred rocks and trees, Sufi shrines, the tombs of Muhammad and his companions and the tomb of Husayn at Karbala, a major Shia pilgrimage site. He formed an alliance with the Saud family, which, by the 1920s, completed their conquest of the area that would become Saudi Arabia. Ma Wanfu and Ma Debao promoted salafist movements in the 19th century such as Sailaifengye in China after returning from Mecca but were eventually persecuted and forced into hiding by Sufi groups. Other groups sought to reform Sufism rather than reject it, with the Senusiyya and Muhammad Ahmad both waging war and establishing states in Libya and Sudan respectively.[page needed] In India, Shah Waliullah Dehlawi attempted a more conciliatory style against Sufism and influenced the Deobandi movement. In response to the Deobandi movement, the Barelwi movement was founded as a mass movement, defending popular Sufism and reforming its practices. The Muslim world was generally in political decline starting the 1800s, especially compared to non-Muslim European powers. Earlier, in the 15th century, the Reconquista succeeded in ending the Muslim presence in Iberia. By the 19th century, the British East India Company had formally annexed the Mughal dynasty in India. As a response to Western Imperialism, many intellectuals sought to reform Islam. Islamic modernism, initially labelled by Western scholars as Salafiyya, embraced modern values and institutions such as democracy while being scripture oriented. Notable forerunners in the movement include Muhammad 'Abduh and Jamal al-Din al-Afghani. Abul A'la Maududi helped influence modern political Islam. Similar to contemporary codification, sharia was for the first time partially codified into law in 1869 in the Ottoman Empire's Mecelle code. The Ottoman Empire dissolved after World War I, the Ottoman Caliphate was abolished in 1924 and the subsequent Sharifian Caliphate fell quickly, thus leaving Islam without a Caliph. Pan-Islamists attempted to unify Muslims and competed with growing nationalist forces, such as pan-Arabism. The Organisation of Islamic Cooperation (OIC), consisting of Muslim-majority countries, was established in 1969 after the burning of the Al-Aqsa Mosque in Jerusalem. Contact with industrialized nations brought Muslim populations to new areas through economic migration. Many Muslims migrated as indentured servants (mostly from India and Indonesia) to the Caribbean, forming the largest Muslim populations by percentage in the Americas. Migration from Syria and Lebanon contributed to the Muslim population in Latin America. The resulting urbanization and increase in trade in sub-Saharan Africa brought Muslims to settle in new areas and spread their faith, likely doubling its Muslim population between 1869 and 1914. Forerunners of Islamic modernism influenced Islamist political movements such as the Muslim Brotherhood and related parties in the Arab world, which performed well in elections following the Arab Spring, Jamaat-e-Islami in South Asia and the AK Party, which has democratically been in power in Turkey for decades. In Iran, revolution replaced a secular monarchy with an Islamic state. Others such as Sayyid Rashid Rida broke away from Islamic modernists and pushed against embracing what he saw as Western influence. The group Islamic State of Iraq and the Levant would even attempt to recreate the modern gold dinar as their monetary system. While some of those who broke away were quietist, others believed in violence against those opposing them, even against other Muslims. In opposition to Islamic political movements, in 20th century Turkey, the military carried out coups to oust Islamist governments, and headscarves were legally restricted, as also happened in Tunisia. In other places, religious authority was co-opted and is now often seen as puppets of the state. For example, in Saudi Arabia, the state monopolized religious scholarship and, in Egypt, the state nationalized Al-Azhar University, previously an independent voice checking state power. Salafism was funded in the Middle East for its quietism. Saudi Arabia campaigned against revolutionary Islamist movements in the Middle East, in opposition to Iran. Muslim minorities of various ethnicities have been persecuted as a religious group. This has been undertaken by communist forces like the Khmer Rouge, who viewed them as their primary enemy to be exterminated since their religious practice made them stand out from the rest of the population, the Chinese Communist Party in Xinjiang and by nationalist forces such as during the Bosnian genocide. Myanmar military's Tatmadaw targeting of Rohingya Muslims has been labeled as a crime against humanity by the UN and Amnesty International, while the OHCHR Fact-Finding Mission identified genocide, ethnic cleansing, and other crimes against humanity. The advancement of global communication has facilitated the widespread dissemination of religious knowledge. The adoption of the hijab has grown more common and some Muslim intellectuals are increasingly striving to separate scriptural Islamic beliefs from cultural traditions. Among other groups, this access to information has led to the rise of popular "televangelist" preachers, such as Amr Khaled, who compete with the traditional ulema in their reach and have decentralized religious authority. More "individualized" interpretations of Islam notably involve Liberal Muslims who attempt to align religious traditions with contemporary secular governance, an approach that has been criticized by some regarding its compatibility. Moreover, secularism is perceived as a foreign ideology imposed by invaders and perpetuated by post-colonial ruling elites, and is frequently understood to be equivalent to anti-religion. Demographics As of 2020, about 25.6% of the global population, or about 2 billion people, are Muslims. In 1900, this estimate was 12.3%, in 1990 it was 19.9% and projections suggest the proportion will be 29.7% by 2050.: 8 A Pew study from 2020 found that the global Muslim population was the fastest-growing religious group over the decade, mainly because Muslims tend to be younger on average and have higher birth rates—two key factors driving natural population growth.: 9 According to the 2020 population estimate, 65% of the Muslim population is concentrated in ten countries, with the largest populations residing in Indonesia, Pakistan, India, Bangladesh, Nigeria, Egypt, Iran, Turkey, Sudan, and Algeria, in descending order. Indonesia is home to over 230,000,000 Muslims, Pakistan over 220,000,000, India over 210,000,000, Bangladesh over 150,000,000, Nigeria over 110,000,000, Egypt over 100,000,000, Iran and Turkey each over 80,000,000, and Sudan and Algeria each over 40,000,000. Pew Research estimates that 87–90% of Muslims are Sunni and 10–13% are Shia. Approximately 49 countries are Muslim-majority, with 62% of the world's Muslims living in Asia, and 683 million adherents in Indonesia, Pakistan, India, and Bangladesh alone. Arab Muslims form the largest ethnic group among Muslims in the world, followed by Bengalis and Punjabis. Most estimates indicate China has approximately 20 to 30 million Muslims (1.5% to 2% of the population). Islam in Europe is the second-largest religion after Christianity in many countries, with growth rates due primarily to immigration and higher birth rates of Muslims in 2005, accounting for 4.9% of all of Europe's population in 2016. Religious conversion has no net impact on the Muslim population growth as "the number of people who become Muslims through conversion seems to be roughly equal to the number of Muslims who leave the faith." Although, Islam is expected to experience a modest gain of 3 million through religious conversion between 2010 and 2050, mostly from Sub Saharan Africa (2.9 million). According to a 2020 Pew study, about 1% of adults raised Muslim leave the faith, while an equal proportion —about 1%— convert to Islam from other religions, resulting in low levels of religious switching both into and out of Islam. Ex-Muslims are more likely to convert to another religion than to become Irreligious. According to a report by CNN, "Islam has drawn converts from all walks of life, most notably African-Americans". In Britain, around 6,000 people convert to Islam per year and, according to an article in the British Muslims Monthly Survey, the majority of new Muslim converts in Britain were women. According to The Huffington Post, "observers estimate that as many as 20,000 Americans convert to Islam annually", most of them being women and African-Americans. By both percentage and total numbers, Islam is the world's fastest growing major religious group, and is projected to be the world's largest by the end of the 21st century, surpassing that of Christianity.: 14 It is estimated that, by 2050, the number of Muslims will nearly equal the number of Christians around the world, "due to the young age and high fertility rate of Muslims relative to other religious groups.": 70 Main branches or denominations Sunni Islam, or Sunnism, is the name for the largest denomination in Islam. The term is a contraction of the phrase "ahl as-sunna wa al-jama'at", which means "people of the sunna (the traditions of Muhammad) and the community". Sunni Islam is sometimes referred to as "orthodox Islam", though some scholars view this as inappropriate, and many non-Sunnis may find this offensive. Sunnis, or sometimes Sunnites, believe that the first four caliphs were the rightful successors to Muhammad and primarily reference six major hadith works for legal matters, while following one of the four traditional schools of jurisprudence: Hanafi, Hanbali, Maliki or Shafi'i. Traditionalist theology is a Sunni school of thought, prominently advocated by Ahmad ibn Hanbal (780–855 CE), that is characterized by its adherence to a textualist understanding of the Quran and the sunnah, the belief that the Quran is uncreated and eternal, and opposition to speculative theology, called kalam, in religious and ethical matters. Maturidism, founded by Abu Mansur al-Maturidi (853–944 CE), asserts that scripture is not needed for basic ethics and that good and evil can be understood by reason alone, but people rely on revelation, for matters beyond human's comprehension. Ash'arism, founded by Al-Ashʿarī (c. 874–936), holds that ethics can derive just from divine revelation but accepts reason regarding exegetical matters and combines Muʿtazila approaches with traditionalist ideas. Salafism is a revival movement advocating the return to the practices of the earliest generations of Muslims. In the 18th century, Muhammad ibn Abd al-Wahhab led a Salafi movement, referred by outsiders as Wahhabism, in modern-day Saudi Arabia. A similar movement called Ahl al-Hadith also de-emphasized the centuries' old Sunni legal tradition, preferring to directly follow the Quran and Hadith. The Nurcu Sunni movement was initiated by Said Nursi (1877–1960); it incorporates elements of Sufism and science. Shia Islam is the second-largest Muslim denomination. Shias maintain that Muhammad's successor as leader, must be from certain descendants of Muhammad's family known as the Ahl al-Bayt and those leaders, referred to as Imams, have additional spiritual authority. Shias are guided by the Ja'fari school of jurisprudence. According to both Sunni and Shia Muslims, a significant event took place at Ghadir Khumm during Muhammad's return from his final pilgrimage to Mecca, where he stopped thousands of Muslims in the midday heat. Muhammad appointed his cousin Ali as the executor of his last will and testament, as well as his Wali (authority). Shias recognize that Muhammad designated Ali as his successor (khalīfa) and Imam (spiritual and political leader) after him, but was prevented from succeeding Muhammad as the leader of the Muslims because of some other companions who selected Abū Bakr as caliph. Sunnis, instead believe that Muhammad did not appoint a successor before his death and consider Abū Bakr to be the first rightful caliph after Muhammad. Shias state the community deliberately ignored Ali's nomination, citing Umar's appointment by Abu Bakr, other historical evidence, and the Qur'an's stance that majority does not imply legitimacy. Some of the first Shia Imams are revered by all Shia and Sunnis Muslims, such as Ali and Husayn. Twelvers, the largest Shia branch and most influential, believe in Twelve Imams, the last of whom went into occultation to return one day. They recognize that the prophecy of the Twelve Imams has been foretold in the Hadith of the Twelve Successors which is recorded by both Sunni and Shia sources. Zaydism rejects infallibility of Imams and were sometimes regarded a 'fifth school' of Sunni Islam rather than a Shia denomination. They differed with other Shias over the status of the fifth imam and are sometimes known as "Fivers". The Isma'ilis split with the Twelvers over who was the seventh Imam and have further fragmented into more groups over the status of successive Imams, with the largest group being the Nizaris. For Shias, the Imam Ali Shrine in Najaf, the Imam Husayn Shrine in Karbala, and the Fatima Masumeh Shrine in Qom are also among the Islamic Holy sites. Ibadism is the third-largest branch of Islam whose roots go back to the Kharijite secession from the fourth Caliph, Ali. It is practised by 1.45 million Muslims around the world (~0.08% of all Muslims), most of them in Oman. Ibadism is often associated with and viewed as a moderate variation of the Kharijites, though Ibadis themselves object to this classification. The kharijites were groups that rebelled against Caliph Ali for his acceptance of arbitration with someone they viewed as a sinner. Unlike most kharijite groups, Ibadism does not regard sinful Muslims as unbelievers. Ibadi hadiths, such as the Jami Sahih collection, use chains of narrators from early Islamic history they consider trustworthy, but most Ibadi hadiths are also found in standard Sunni collections and contemporary Ibadis often approve of the standard Sunni collections. Non-denominational Muslims is an umbrella term that has been used for and by Muslims who do not belong to or do not self-identify with a specific Islamic denomination. Recent surveys report that large proportions of Muslims in some parts of the world self-identify as "just Muslim", although there is little published analysis available regarding the motivations underlying this response. Pew Research reports that respondents self-identifying as "just Muslim" make up a majority of Muslims in seven countries (and a plurality in three others), with the highest proportion in Kazakhstan at 74%. At least one in five Muslims in at least 22 countries self-identifies in this way. Mysticism Sufism (Arabic: تصوف, tasawwuf), is a mystical-ascetic approach to Islam that seeks to find a direct personal experience of God. Classical Sufi scholars defined tasawwuf as "a science whose objective is the reparation of the heart and turning it away from all else but God", through "intuitive and emotional faculties" that one must be trained to use. Ahmad ibn Ajiba defined tasawwuf as "a return to the tradition, and its beginning is knowledge, its middle is action [upon that knowledge], and its end is a gift [from Allah]." It is not a sect of Islam, and its adherents belong to the various Muslim denominations. Isma'ilism, whose teachings are rooted in Gnosticism and Neoplatonism as well as by the Illuminationist and Isfahan schools of Islamic philosophy, has developed mystical interpretations of Islam. Hasan al-Basri, the early Sufi ascetic often portrayed as one of the earliest Sufis, emphasized fear of failing God's expectations of obedience. In contrast, later prominent Sufis, such as Mansur Al-Hallaj and Jalaluddin Rumi, emphasized religiosity based on love towards God. Such devotion would also have an impact on the arts, with Rumi still one of the bestselling poets in America. Sufis see tasawwuf as an inseparable part of Islam. Traditional Sufis, such as Bayazid Bastami, Jalaluddin Rumi, Haji Bektash Veli, Junaid Baghdadi, and Al-Ghazali, argued for Sufism as being based upon the tenets of Islam and the teachings of the prophet. Historian Nile Green argued that Islam in the medieval period was more or less Sufism. Followers of the Sunni revivalist movement known as Salafism have viewed popular devotional practices, such as the veneration of Sufi saints, as innovations from the original religion. Salafists have sometimes physically attacked Sufis, leading to a deterioration in Sufi–Salafi relations. Sufi congregations form orders (tariqa) centred around a teacher (wali) who traces a spiritual chain back to Muhammad. Sufis played an important role in the formation of Muslim societies through their missionary and educational activities. The Sufism-influenced Ahle Sunnat movement or Barelvi movement claims over 200 million followers in South Asia. Sufism is prominent in Central Asia, as well as in African countries like Tunisia, Algeria, Morocco, Senegal, Chad and Niger. Law and jurisprudence Shariah is the body of Islamic religious law. The desire to delineate and discover laws in a comprehensive and consistent method led to the development of the theory of law, called fiqh. Conversely, bid'ah is used to refer to unlawful innovations in matters of religion. Differing methodologies, called principles of fiqh or Usul al-fiqh, have developed and a school of jurisprudence arising around a methodology is known as a madhhab (Arabic: مذهب). The conformity in following of decisions by a religious expert or school is called taqlid. The term ghayr muqallid refers to those who do not use taqlid and, by extension, do not have a madhab. The practice of an individual interpreting law with independent reasoning is called ijtihad. Those who interpret shariah are known as muftis and their legal opinions are called fatwas. The primary sources of Shariah are the Quran and Sunnah. A common third source is qiyas (analogical reasoning) which is used for legal questions not dealt with literally in the Qur’ān or Sunnah. Parallels would be searched for to find the illah, or effective cause, which is the reason behind the existing ruling. For example, from the specific prohibition of wine is deduced a broad prohibition on alcohol as they share the operative cause identified as the mind-altering nature of all alcoholic drinks. The Zahiri school adheres to strict literalism and thus rejects qiyas. Consensus of opinion is ijma, while ikhtilaf refers to scholarly disagreement. Rulings assign actions to one of five categories called ahkam: mandatory (fard), recommended (mustahabb), permitted (mubah), abhorred (makruh), and prohibited (haram). In the modern era, sharia-based criminal laws were widely replaced by statutes inspired by European models. The Ottoman Empire's 19th century Tanzimat reforms led to the Mecelle civil code and represented the first attempt to codify sharia. While the constitutions of most Muslim-majority states contain references to sharia, its classical rules were largely retained only in personal status (family) laws. Legislative bodies which codified these laws sought to modernize them without abandoning their foundations in traditional jurisprudence. The Islamic revival of the late 20th century brought along calls by Islamist movements for complete implementation of sharia. The role of sharia has become a contested topic around the world. There are ongoing debates as to whether sharia is compatible with secular forms of government, human rights, freedom of thought, and women's rights due to concerns including on censorship and violence. Society Islam has no clergy in the sacerdotal sense, such as priests who mediate between God and people. Imam (إمام) is the religious title used to refer to an Islamic leadership position, often in the context of conducting an Islamic worship service. Religious interpretation is presided over by the 'ulama (Arabic: علماء), a term used describe the body of Muslim scholars who have received training in Islamic studies. A scholar of the hadith is called a muhaddith, a scholar of jurisprudence is called a faqih (فقيه), a jurist who is qualified to issue legal opinions or fatwas is called a mufti, and a qadi is an Islamic judge. Honorific titles given to scholars include sheikh, mullah and mawlawi. Some Muslims also venerate saints associated with miracles (كرامات, karāmāt). In Islamic economic jurisprudence, hoarding of wealth is reviled and thus monopolistic behavior is frowned upon. Attempts to comply with sharia has led to the development of Islamic banking. Islam prohibits riba, usually translated as usury, which refers to any unfair gain in trade and is most commonly used to mean interest. Instead, Islamic banks go into partnership with the borrower, and both share from the profits and any losses from the venture. Another feature is the avoidance of uncertainty, which is seen as gambling and Islamic banks traditionally avoid derivative instruments such as futures or options which has historically protected them from market downturns. The Rashidun and Umayyad Caliphate used to be involved in distribution of charity from the treasury, known as Bayt al-mal, before it became a largely individual pursuit around the year 720. The first Caliph, Abu Bakr, distributed zakat as one of the first examples of a guaranteed minimum income, with each citizen getting 10 to 20 dirhams annually. During the reign of the second Caliph Umar, child support was introduced and the old and disabled were entitled to stipends, while the Umayyad Caliph Umar II assigned a servant for each blind person and for every two chronically ill persons. Jihad means "to strive or struggle [in the way of God]" and, in its broadest sense, is "exerting one's utmost power, efforts, endeavors, or ability in contending with an object of disapprobation". Shias in particular emphasize the "greater jihad" of striving to attain spiritual self-perfection while the "lesser jihad" is defined as warfare. When used without a qualifier, jihad is often understood in its military form. Jihad is the only form of warfare permissible in Islamic law and may be declared against illegal works, terrorists, criminal groups, rebels, apostates, and leaders or states who oppress Muslims. Most Muslims today interpret Jihad as only a defensive form of warfare. Jihad only becomes an individual duty for those vested with authority. For the rest of the populace, this happens only in the case of a general mobilization. For most Twelver Shias, offensive jihad can only be declared by a divinely appointed leader of the Muslim community, and as such, is suspended since Muhammad al-Mahdi's occultation in 868 CE. Many daily practices fall in the category of adab, or etiquette. Specific prohibited foods include pork products, blood and carrion. Health is viewed as a trust from God and intoxicants, such as alcoholic drinks, are prohibited. All meat must come from a herbivorous animal slaughtered in the name of God by a Muslim, Jew, or Christian, except for game that one has hunted or fished for oneself. Beards are often encouraged among men as something natural and body modifications, such as permanent tattoos, are usually forbidden as violating the creation.[d] Silk and gold are prohibited for men in Islam to maintain a state of sobriety. Haya, often translated as "shame" or "modesty", is sometimes described as the innate character of Islam and informs much of Muslim daily life. For example, clothing in Islam emphasizes a standard of modesty, which has included the hijab for women. Similarly, personal hygiene is encouraged with certain requirements. In Islamic marriage, the groom is required to pay a bridal gift (mahr). Most families in the Islamic world are monogamous. Muslim men are allowed to practice polygyny and can have up to four wives simultaneously. Islamic teachings strongly advise that if a man cannot ensure equal financial and emotional support for each of his wives, it is recommended that he marry just one woman. One reason cited for polygyny is that it allows a man to give financial protection to multiple women, who might otherwise not have any support (e.g. widows). However, the first wife can set a condition in the marriage contract that the husband cannot marry another woman during their marriage. There are also cultural variations in weddings. Polyandry, a practice wherein a woman takes on two or more husbands, is prohibited in Islam. After the birth of a child, the adhan is pronounced in the right ear. On the seventh day, the aqiqah ceremony is performed, in which an animal is sacrificed and its meat is distributed among the poor. The child's head is shaved, and an amount of money equaling the weight of its hair is donated to the poor. Male circumcision, called khitan, is often practised in the Muslim world. Respecting and obeying one's parents, and taking care of them especially in their old age is a religious obligation. A dying Muslim is encouraged to pronounce the Shahada as their last words. Paying respects to the dead and attending funerals in the community are considered among the virtuous acts. In Islamic burial rituals, burial is encouraged as soon as possible, usually within 24 hours. The body is washed, except for martyrs, by members of the same gender and enshrouded in a garment that must not be elaborate called kafan. A "funeral prayer" called Salat al-Janazah is performed. Wailing, or loud, mournful outcrying, is discouraged. Coffins are often not preferred and graves are often unmarked, even for kings. The term "Islamic culture" can be used to mean aspects of culture that pertain to the religion, such as festivals and dress code. It is also controversially used to denote the cultural aspects of traditionally Muslim people. Finally, "Islamic civilization" may also refer to the aspects of the synthesized culture of the early Caliphates, including that of non-Muslims, sometimes referred to as "Islamicate". Islamic art encompasses the visual arts including fields as varied as architecture, calligraphy, painting, and ceramics, among others. While the making of images of animate beings has often been frowned upon in connection with laws against idolatry, this rule has been interpreted in different ways by different scholars and in different historical periods. This stricture has been used to explain the prevalence of calligraphy, tessellation, and pattern as key aspects of Islamic artistic culture. Additionally, the depiction of Muhammad is a contentious issue among Muslims. In Islamic architecture, varying cultures show influence such as North African and Spanish Islamic architecture such as the Great Mosque of Kairouan containing marble and porphyry columns from Roman and Byzantine buildings, while mosques in Indonesia often have multi-tiered roofs from local Javanese styles. The Islamic calendar is a lunar calendar that begins with the Hijra of 622 CE, a date that was reportedly chosen by Caliph Umar as it was an important turning point in Muhammad's fortunes. Islamic holy days fall on fixed dates of the lunar calendar, meaning they occur in different seasons in different years in the Gregorian calendar. The most important Islamic festivals are Eid al-Fitr (Arabic: عيد الفطر) on the 1st of Shawwal, marking the end of the fasting month Ramadan, and Eid al-Adha (عيد الأضحى) on the 10th of Dhu al-Hijjah, coinciding with the end of the Hajj (pilgrimage). Cultural Muslims are religiously non-practicing individuals who still identify with Islam due to family backgrounds, personal experiences, or the social and cultural environment in which they grew up. Influences on other religions Whether movements such as the Druze, Berghouata and Ha-Mim, either emerged from Islam or came to share certain beliefs with Islam, and whether each is a separate religion or a sect of Islam are controversial viewpoints. The Druze faith further split from Isma'ilism as it developed its own unique doctrines, and finally separated from both Ismāʿīlīsm and Islam altogether; these include the belief that the Imam Al-Ḥākim bi-Amr Allāh was God incarnate. Yazdânism is seen as a blend of local Kurdish beliefs and Islamic Sufi doctrine introduced to Kurdistan by Sheikh Adi ibn Musafir in the 12th century. Bábism stems from Twelver Shia passed through Siyyid 'Ali Muhammad i-Shirazi al-Bab while one of his followers Mirza Husayn 'Ali Nuri Baha'u'llah founded the Baháʼí Faith. Yarsanism, Din-i Ilahi, and Ali-Illahism are considered separations from Islam. Sikhism, founded by Guru Nanak in late 15th century Punjab, primarily incorporates aspects of Islam and Hinduism. Criticism Criticism of Islam has existed since its formative stages. Early criticism came from Jewish authors, such as Ibn Kammuna, and Christian authors, many of whom viewed Islam as a Christian heresy or a form of idolatry, often explaining it in apocalyptic terms. Christian writers criticized Islam's sensual descriptions of paradise. Ali ibn Sahl Rabban al-Tabari defended the Quranic description of paradise by asserting that the Bible also implies such ideas, such as drinking wine in heaven in the Gospel of Matthew. Christian theologian Augustine of Hippo's doctrines led to the broad repudiation of bodily pleasure in both life and the afterlife. A study found higher Islamic religiosity correlated with higher Islamic extremism. Defamatory images of Muhammad, derived from early 7th-century depictions of the Byzantine Church, appear in the 14th-century epic poem Divine Comedy by Dante Alighieri. Here, Muhammad is depicted in the eighth circle of hell, along with Ali. Dante does not blame Islam as a whole but accuses Muhammad of schism, by establishing another religion after Christianity. Other criticisms centre on the treatment of individuals within modern Muslim-majority countries, including issues related to human rights, particularly in relation to the application of Islamic law. Furthermore, in the wake of the recent multiculturalism trend, Islam's influence on the ability of Muslim immigrants in the West to assimilate has been criticized. See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/XAI_(company)#cite_note-46] | [TOKENS: 1856]
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Death_anniversary] | [TOKENS: 1742]
Contents Death anniversary A death anniversary (or deathday) is the anniversary of the death of a person. It is the opposite of birthday. It is a custom in several Asian cultures, including Azerbaijan, Armenia, Cambodia, China, Georgia, Hong Kong, Taiwan, India, Myanmar, Iran, Japan, Bangladesh, Korea, Nepal, Pakistan, the Philippines, Russia, Sri Lanka and Vietnam, as well as in other places with significant overseas Chinese, Japanese, Jewish, Korean, and Vietnamese populations, to observe the anniversary on which a family member or other significant individual died. There are also similar memorial services that are held at different intervals, such as every week. Although primarily a manifestation of ancestor worship, the tradition has also been associated with Confucianism and Buddhism (in East Asian cultural civilizations) or Hinduism and Buddhism (South Asia but mainly in India, Nepal and Sri Lanka and Southeast Asia). In Judaism such a commemoration is called a yahrtzeit (among other terms). Celebration of a Requiem Mass in memory of a loved one on or near the anniversary of their death is also a part of Roman Catholic tradition. By culture In China, a death anniversary is called 忌辰; jìchén or 忌日; jìrì. This type of ceremony dates back thousands of years in China (at least to the Shang dynasty) and historically involved making sacrifices to the spirits of one's ancestors. In India (and Nepal), a death anniversary is known as shraadh (Shraaddha "श्राद्ध" in Nepali). The first death anniversary is called a barsy, from the word baras, meaning year in Hindi. Shraadh means to give with devotion or to offer one's respect. Shraadh is a ritual for expressing one's respectful feelings for the ancestors. According to Nepali and Indian texts, a soul has to wander about in the various worlds after death and has to suffer a lot due to past karmas. Shraadh is a means of alleviating this suffering. Shraddhyaa Kriyate Yaa Saa (श्रद्धया क्रियते या सा): Shraadh is the ritual accomplished to satiate one's ancestors. Shraadh is a private ceremony performed by the family members of the departed soul. Though not mandated spiritually, it is typically performed by the eldest son and other siblings join in offering prayers together. In Japan, a death anniversary is called meinichi (命日), kishin (忌辰), or kijitsu/kinichi (忌日). Monthly observances of a death are known as tsuki meinichi (月命日), while annual anniversaries are known as shōtsuki meinichi (祥月命日). In Korea, ancestor worship ceremonies are referred to by the generic term jerye (제례/祭禮). Notable examples of jerye include Munmyo jerye and Jongmyo jerye, which are performed periodically each year for venerated Confucian scholars and kings of ancient times, respectively. The ceremony held on the anniversary of a family member's death is called gije (기제/忌祭), and is celebrated by families as a private ceremony. For such occasions, the women of the family traditionally prepare an elaborate set of dishes, including tteok, jeon, jeok, and so forth. In the Philippines, the funeral is only part of an elaborate mourning tradition. After the death or the funeral has taken place, novena prayers are offered for nine days, called the pasiyám. It is also customary for another service to be held on the fortieth day after the death, as a tradition arose the souls of the dead wander the Earth for forty days. For up to one year after a death, mourners often dress all in black or wear a black pin on normal clothing as a sign of their bereaved state. The first anniversary year of the death is called Babáng Luksâ, (Tagalog, "lowering of mourning") and commemorated with the final service. After the Babáng Luksâ, mourners may once again return to their normal dress, although some may opt to wear mourning attire for longer periods. The spouse of the deceased may remarry, and the family can once again hold birthday celebrations and attend parties. Miscellaneous non-valuable belongings of the deceased can also be symbolically burnt to represent mourners moving on with their lives. The Babáng Luksâ normally also has a meal and additional prayers (padasál) for the deceased. Although only the first anniversary of the death is specifically commemorated, Filipinos further honour all of their ancestors at their graves on All Saints' Day (November 1) and All Souls' Day (November 2). In Vietnam, a death anniversary is called giỗ (𠰍), ngày giỗ (𣈗𠰍, literally "giỗ day"), đám giỗ (酖𠰍, literally "giỗ ceremony"), or bữa giỗ (把𠰍, literally "giỗ meal"). It is a festive occasion, at which members of an extended family gather together. Female family members traditionally spend the entire day cooking an elaborate banquet in honor of the deceased individual, which will then be enjoyed by all the family members. In addition, sticks of incense are burned in honor and commemoration of the deceased person. It is not unusual for a family to celebrate several giỗ per year, so the ceremony serves as a time for families to reunite, much like the Vietnamese new year, Tết. The rituals are the responsibility of whoever inherits the ancestral estates, typically the deceased's most senior patrilineal descendant. Although a giỗ is usually a private ceremony attended only by family members (and occasionally also close friends), some are commemorated by large segments of the population. The commemoration of the Hùng Kings - who were instrumental in founding the first Vietnamese kingdom in Vietnam's remote past, and of the Trưng Sisters are widely participated. In March 2007 Giỗ tổ Hùng Vương became a public holiday in Vietnam. As in all traditional commemorations, the Vietnamese calendar is used, except Vietnamese Catholics who commemorate the dead anniversary in Gregorian calendar. In Vietnamese culture, certain special, traditional dishes (particularly desserts) are only prepared for death anniversary banquets. In addition, favorite foods of the deceased person being honored are also prepared. Chicken, a particularly prized meat in Vietnam, is often cooked as well. In Central Vietnam, small stuffed glutinous rice flour balls wrapped in leaves called bánh ít are such a dish. Because the preparation of so many complex dishes is time-consuming, some families purchase or hire caterers to prepare certain dishes. It is also common that a soft-boiled egg be prepared and then given to the oldest grandson. In Sri Lanka, people commonly commemorate death anniversaries after seven days, 3 months, 1 year, and 2 years, with alms given either to monks or to the needy. In Western Christianity, it became custom during the Middle Ages to commemorate the deceased after 3, 7 and 30 days as well as 1 year after their death. In addition to this, pious donors made endowments to religious institutions to commemorate them in an annual mass on anniversaries of their deaths. These services were referred to as anniversaries (Latin anniversarium), obiits or chantries. The German term is Jahrzeit, from which the Yiddish term Yahrtzeit is derived in Judaism. In order to provide this service, monasteries and collegiate churches wrote the names of the donors down in calendrical registers called anniversary books. There was no temporal limit to this spiritual service, obliging institutions to perpetual commemoration until Judgment Day. Observant Jews commemorate the yahrtzeit (Yiddish: יאָרצײַט, romanized: yortsayt) of the death of parents, siblings, spouses, or children according to the Hebrew calendar. The main observance involves recitation of kaddish prayer, and a widely practiced custom is to light a special candle that burns for 24 hours, called a yahrtzeit candle. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#cite_note-dolanOrion-18] | [TOKENS: 4993]
Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Viola_jokes] | [TOKENS: 291]
Contents Viola jokes Viola jokes are jokes that are directed towards violas and viola players, thought to have originated in the 18th century. Violas at the time were mainly used for relatively easy parts and as accompaniment, rather than as solo instruments; violists were generally low-paid and of lower social standing. A story from Italy in the early 1700s is thought to be the origin of many viola jokes: The violinist Francesco Geminiani arrived in London in 1714, one of the many expatriate musicians who settled in England in the late seventeenth and early eighteenth centuries ... As a young man Geminiani was appointed head of the orchestra in Naples, where according to English music historian Charles Burney he was "so wild and unsteady a timist, that instead of regulating and conducting the band, he threw it into confusion", and was demoted to playing the viola. Viola jokes take many different forms, some only understandable by musicians and those acquainted with musical terms, others requiring no specialist musical knowledge. Some jokes make fun of the viola itself while others make fun of violists, while some jokes are directed in the opposite direction: jokes about musicians who tell viola jokes. Examples of viola jokes, past and modern include: See also References Further reading External links This comedy- or humor-related article is a stub. You can help Wikipedia by adding missing information.
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[SOURCE: https://en.wikipedia.org/wiki/Keras] | [TOKENS: 501]
Contents Keras Keras is an open-source library that provides a Python interface for artificial neural networks. Keras was first independent software, then integrated into the TensorFlow library, and later added support for more. "Keras 3 is a full rewrite of Keras [and can be used] as a low-level cross-framework language to develop custom components such as layers, models, or metrics that can be used in native workflows in JAX, TensorFlow, or PyTorch — with one codebase." Keras 3 will be the default Keras version for TensorFlow 2.16 onwards, but Keras 2 can still be used. History The name 'Keras' derives from the Ancient Greek word κέρας (Keras) meaning 'horn'. Designed to enable fast experimentation with deep neural networks, Keras focuses on being user-friendly, modular, and extensible. It was developed as part of the research effort of project ONEIROS (Open-ended Neuro-Electronic Intelligent Robot Operating System), and its primary author and maintainer is François Chollet, who was a Google engineer until leaving the company in 2024. Chollet is also the author of the Xception deep neural network model. Up until version 2.3, Keras supported multiple backends, including TensorFlow, Microsoft Cognitive Toolkit, Theano, and PlaidML. From version 2.4 up until version 3.0, only TensorFlow was supported. Starting with version 3.0 (as well as its preview version, Keras Core), however, Keras has become multi-backend again, supporting TensorFlow, JAX, and PyTorch. It now also supports OpenVINO. Features Keras contains numerous implementations of commonly used neural-network building blocks such as layers, objectives, activation functions, optimizers, and a host of tools for working with image and text data to simplify programming for deep neural networks. The code is hosted on GitHub, and community support forums include the GitHub issues page. In addition to standard neural networks, Keras has support for convolutional and recurrent neural networks. It supports other common utility layers like dropout, batch normalization, and pooling. Keras allows users to produce deep models on smartphones (iOS and Android), on the web, or on the Java Virtual Machine. It also allows use of distributed training of deep-learning models on clusters of graphics processing units (GPU) and tensor processing units (TPU). See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Bar_joke] | [TOKENS: 834]
Contents Bar joke A bar joke is a type of joke cycle that usually begins with some variant of the line "A man walks into a bar..." First recorded example The earliest known example of a bar joke is Sumerian, appearing in the form of two slightly different versions of a proverb inscribed alongside many others on two clay tablets excavated at Nippur at the end of the 19th century. The tablets were etched around 1700 BCE, during the Old Babylonian Empire, although Edmund I. Gordon, who published the first translation of most of the proverbs inscribed on these tablets, argued that the proverbs themselves probably date from a considerably earlier period. Scholars differ on how best to translate the proverb from Sumerian. According to Gordon's translation, the proverb reads: "A dog, having entered an inn, did not see anything, (and so he said): 'Shall I open this (door)?'" The Assyriologist Seraina Nett provides a slightly different translation, suggesting that the proverb be read as "A dog entered into a tavern and said, 'I cannot see anything. I shall open this', or 'this one'". The meaning behind the proverb is also subject to debate among scholars. Gordon suggested that the inn also apparently served as a brothel (he notes that the word used in the proverb for inn or tavern, "éš-dam", can also be translated as "brothel", and it was common in ancient Mesopotamia for prostitution to take place in these establishments), and thus "the dog wanted to see what was 'going on behind closed doors'". Nett suggests that the punchline could be a pun that is incomprehensible to modern readers, or a reference to some figure who was well known at the time but similarly unfamiliar to modern readers. Gonzalo Rubio, another Assyriologist, cautions that this ambiguity ultimately means it is simply not possible to definitely categorize the proverb as a joke, though he and other scholars like Nett do point to the recurring use of innuendo in such proverbs as indicating that many were indeed intended to be humorous. Examples An iconic version of the joke begins "A horse walks into a bar", with a punchline where the horse's arrival is not regarded as unusual (e.g., "The bartender asks, 'Why the long face?'"). This form of the bar joke may have roots in humorous accounts of real events from the Old West. Moreover, this variation is highly recognizable as a staple of traditional comedy sketches. For example, it is used as the title of A Horse Walks into a Bar by David Grossman, a dark novel about a comedian's failing mental state. Another version involves several men walking into the bar together, often with related professions, such as a priest, a minister and a rabbi. In effect, this is a merger between the "bar joke" and trio jokes involving priests, ministers and rabbis (or Englishmen, Irishmen and Scotsmen) in other settings. This form has become so well known that it is the subject of at least one joke about the popularity of the joke itself: "A priest, a minister, and a rabbi walk into a bar. The bartender looks at them and says, 'What is this, a joke?'". According to Scott McNeely in the Ultimate Book of Jokes, the first bar joke was published in 1952 in The New York Times. Variants Variations on the bar joke include puns or wordplay (e.g., "A panda walks into a bar; it eats, shoots and leaves"), or inanimate objects (e.g. "a sandwich walks into a bar, orders a beer, and is told by the bartender, we don't serve food here"). A variant about a duck asking for grapes became the inspiration for viral hit "The Duck Song" by Bryant Oden. A variant involves a literal interpretation of the joke's setup, wherein the punchline is that the person says "ouch" (i.e. they walked into a horizontal pole). See also References
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-TheGuardian_226-2] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Sigma_Orionis] | [TOKENS: 3473]
Contents Sigma Orionis Sigma Orionis or Sigma Ori (σ Orionis, σ Ori) is a multiple star system in the constellation Orion, consisting of the brightest members of a young open cluster. It is found at the eastern end of the belt, south west of Alnitak and west of the Horsehead Nebula which it partially illuminates. The combined brightness of the component stars is magnitude 3.80. History σ Orionis is a naked eye star at the eastern end of Orion's Belt, and has been known since antiquity, but it was not included in Ptolemy's Almagest. It was referred to by Al Sufi, but not formally listed in his catalogue. In more modern times, it was measured by Tycho Brahe and included in his catalogue. In Kepler's extension it is described as "Quae ultimam baltei praecedit ad austr." (preceding the outermost of the belt, to the south). It was then recorded by Johann Bayer in his Uranometria as a single star with the Greek letter σ (sigma). He described it as "in enſe, prima" (in the sword, first). It was also given the Flamsteed designation 48. In 1776, Christian Mayer described σ Ori as a triple star, having seen components AB and E, and suspected another between the two. Component D was confirmed by FGW Struve who also added a fourth (C), published in 1876. In 1892 Sherburne Wesley Burnham reported that σ Ori A was itself a very close double, although a number of later observers failed to confirm it. In the second half of the twentieth century, the orbit of σ Ori A/B was solved and at the time was one of the most massive binaries known. σ Ori A was discovered to have a variable radial velocity in 1904, considered to indicate a single-lined spectroscopic binary. The spectral lines of the secondary were elusive and often not seen at all, possibly because they are broadened by rapid rotation. There was confusion over whether the reported spectroscopic binary status actually referred to the known visual companion B. Finally in 2011, it was confirmed that the system is triple, with an inner spectroscopic pair and a wider visual companion. The inner pair was resolved interferometrically in 2013. σ Ori E was identified as helium-rich in 1956, having variable radial velocity in 1959, having variable emission features in 1974, having an abnormally strong magnetic field in 1978, being photometrically variable in 1977, and formally classified as a variable star in 1979. In 1996, a large number of low-mass pre-main sequence stars were identified in the region of Orion's Belt. A particular close grouping was discovered to lie around σ Orionis. A large number of brown dwarfs were found in the same area and at the same distance as the bright σ Orionis stars. Optical, infrared, and x-ray objects in the cluster, including 115 non-members lying in the same direction, were listed in the Mayrit Catalogue with a running number, except for the central star which was listed simply as Mayrit AB. Cluster The σ Orionis cluster is part of the Ori OB1b stellar association, commonly referred to as Orion's Belt. The cluster was not recognised until 1996 when a population of pre-main sequence stars was discovered around σ Ori. Since then it has been extensively studied because of its closeness and the lack of interstellar extinction. It has been calculated that star formation in the cluster began 3 million years (myr) ago and it is approximately 360 pc away. In the central arc-minute of the cluster five particularly bright stars are visible, labelled A to E in order of distance from the brightest component σ Ori A. The closest pair AB are only separated by 0.2" - 0.3" but were discovered with a 12" telescope. An infrared and radio source, IRS1, 3.3" from σ Ori A that was considered to be a patch of nebulosity has been resolved into two subsolar stars. There is an associated variable x-ray source that is assumed to be a T Tauri star. The cluster is considered to include a number of other stars of spectral class A or B: HD 294271 and HD 294272 make up the "double" star Struve 761 (or STF 761). It is three arc minutes from σ Orionis, which is also known as Struve 762. Over 30 other probable cluster members have been detected within an arc minute of the central star, mostly brown dwarfs and planetary mass objects such as S Ori 60, but including the early M red dwarfs 2MASS J05384746-0235252 and 2MASS J05384301-0236145. In total, several hundred low mass objects are thought to be cluster members, including around a hundred spectroscopically measured class M stars, around 40 K class stars, and a handful of G and F class objects. Many are grouped in a central core, but there is a halo of associated objects scattered across more than 10 arc-minutes. The cluster includes a few L-dwarfs, which are determined to be planetary mass objects. In the past a few T-dwarfs were thought to be part of the cluster, but so far most of these T-dwarfs turned out to be brown dwarfs in the foreground. Some of these L-dwarfs (around 29%) are surrounded by a dusty disk. The cluster also contains a pair consisting out of the brown dwarf SE 70 and the planetary-mass object S Ori 68, which are separated by 1700 astronomical units. In 2024 high-resolution imaging with ALMA of K-stars and early M-stars showed gaps and rings in the disks around these stars. One star called Haro 5-34 (SO 1274, K7-type star) showed five gaps, seemingly arranged in a resonant chain. The disks in the cluster are small, either due to external photoevaporation by σ Orionis or the intermediate age of the region. σ Orionis AB The brightest member of the σ Orionis system appears as a late O class star, but is actually made up of three stars, designated Aa, Ab, and B. The inner pair complete a highly eccentric orbit every 143 days, while the outer star completes its near-circular orbit once every 157 years. It has not yet completed a full orbit since it was first discovered to be a double star. All three are very young main sequence stars with masses between 11 and 18 M☉. The primary component Aa is the class O9.5 star, with a temperature of 35,000 K and a luminosity over 40,000 L☉. Lines representing a B0.5 main sequence star have been shown to belong to its close companion Ab, which has a temperature of 31,000 K and a luminosity of 18,600 L☉. Their separation varies from less than half an astronomical unit to around two AU. Although they cannot be directly imaged with conventional single mirror telescopes, their respective visual magnitudes have been calculated at 4.61 and 5.20. The two components of σ Orionis A have been resolved interferometrically using the CHARA array, and the combination of interferometric and visual observations yields a very accurate orbit. The spectrum of component B, the outer star of the triple, cannot be detected. The luminosity contribution from σ Ori B can be measured and it is likely to be a B0-2 main sequence star. Its visual magnitude of 5.31 is similar to σ Ori Ab and so it should be easily visible, but it is speculated that its spectral lines are highly broadened and invisible against the backdrop of the other two stars. The orbit of component B has been calculated precisely using the NPOI and CHARA arrays. The combined orbits of the three stars together give a parallax significantly more precise than the HIPPARCOS parallax. The inclinations of the two orbits are known accurately enough to calculate their relative inclination. The two orbital planes are within 30° of being orthogonal, with the inner orbit being prograde and the outer retrograde. Although slightly surprising, this situation is not necessarily rare in triple systems. The masses of these three component stars can be calculated using: spectroscopic calculation of the surface gravity and hence a spectroscopic mass; comparison of evolutionary models to the observed physical properties to determine an evolutionary mass as well as the age of the stars; or determination of a dynamical mass from the orbital motions of the stars. The spectroscopic masses found for each component of σ Orionis have large margins of error, but the dynamical and spectroscopic masses are considered accurate to about one M☉, and the dynamical masses of the two components of σ Orionis A are known to within about a quarter M☉. However, the dynamical masses are all larger than the evolutionary masses by more than their margins of error, indicating a systemic problem. This type of mass discrepancy is a common and long-standing problem found in many stars. Comparison of the observed or calculated physical properties of each star with theoretical stellar evolutionary tracks allows the age of the star to be estimated. The estimated ages of the components Aa, Ab, and B, are respectively 0.3+1.0−0.3 Myr, 0.9+1.5−0.9 Myr, and 1.9+1.6−1.9 Myr. Within their large margins of error, these can all be considered to be consistent with each other, although it is harder to reconcile them with the 2-3 Myr estimated age of the σ Orionis cluster as a whole. σ Orionis C The faintest member of the main σ Orionis stars is component C. It is also the closest to σ Ori AB at 11", corresponding to 3,960 astronomical units. It is an A-type main sequence star. σ Ori C has a faint companion 2" away, referred to as Cb and MAD-4. Cb is five magnitudes fainter than σ Ori Ca at infrared wavelengths, K band magnitude 14.07, and is likely to be a brown dwarf. σ Orionis D Component D is a fairly typical B2 main sequence star of magnitude 6.62. It is 13" from σ Ori AB, corresponding to 4,680 AU. Its size, temperature, and brightness are very similar to σ Ori E but it shows none of the unusual spectral features or variability of that star. σ Orionis E Component E is an unusual variable star, classified as an SX Arietis variable and also known as V1030 Orionis. It is helium-rich, has a strong magnetic field, and varies between magnitudes 6.61 and 6.77 during a 1.19 day period of rotation. It has a spectral type of B2 Vpe. The variability is believed to be due to large-scale variations in surface brightness caused by the magnetic field. The rotational period is slowing due to magnetic braking; it is one of the few magnetic stars to have its rotation period change directly measured. σ Ori E is 41" from σ Ori AB, approximately 15,000 AU. The magnetic field is highly variable from −2,300 to +3,100 gauss, matching the brightness variations and the likely rotational period. This requires a magnetic dipole of at least 10,000 G. Around minimum brightness, a shell type spectrum appears, attributed to plasma clouds rotating above the photosphere. The helium enhancement in the spectrum may be due to hydrogen being preferentially trapped towards the magnetic poles leaving excess helium near the equator. It was at one point suggested that σ Ori E could be further away and older than the other members of the cluster, from modelling its evolutionary age and size. However, Gaia parallaxes place σ Ori E within the cluster, and later modelling has suggested that it is very young, at less than a million years old. σ Ori E has a faint companion about a third of an arc-second away. It is about 5 magnitudes fainter than the helium-rich primary, about magnitude 10-11 at K band infrared wavelengths. It is presumed to be a low mass star 0.4 - 0.8 M☉. σ Orionis IRS1 The infrared source IRS1 is close to σ Ori A. It has been resolved to a pair of low mass objects, a proplyd, and a possible third object. The brighter object has an M1 spectral class, a mass around a half M☉, and appears to be a relatively normal low mass star. The fainter object is very unusual, showing a diluted M7 or M8 absorption spectrum with emission lines of hydrogen and helium. The interpretation is that it is a brown dwarf embedded within a proplyd that is being photoevaporated by σ Ori A. X-ray emission from IRS1 suggests the presence of an accretion disc around a T Tauri star, but it is unclear how this can fit with the proplyd scenario. Dust wave In infrared images, a prominent arc is visible centred on σ Ori AB. It is about 50" away from the class O star, around 0.1 parsecs at its distance. It is directed towards IC434, the Horesehead Nebula, in line with the space motion of the star. The appearance is similar to a bowshock, but the type of radiation shows that it is not a bowshock. The observed infrared emission, peaking at around 45 microns, can be modelled by two approximately black-body components, one at 68K and one at 197 K. These are thought to be produced by two different sizes of dust grains. The material of the arc is theorised to be produced by photoevaporation from the molecular cloud around the Horsehead Nebula. The dust becomes decoupled from the gas that carried it away from the molecular cloud by radiation pressure from the hot stars at the centre of the σ Orionis cluster. The dust accumulates into a denser region that is heated and forms the visible infrared shape. The term "dust wave" is applied when the dust piles up but the gas is largely unaffected, as opposed to a "bow wave" where both dust and gas are stopped. Dust waves occur when the interstellar medium is sufficiently dense and the stellar wind sufficiently weak that the dust stand-off distance is larger than the stand-off distance of a bow shock. This would clearly be more likely for slow-moving stars, but slow-moving luminous stars may not have lifetimes long enough to produce a bow wave. Low luminosity late class O stars should commonly produce bow waves if this model is correct. Another study does however find that this feature is due σ Ori AB being a runaway star. Evidence for the runaway nature of the star are a different proper motion compared to the cluster, an infrared arc along the predicted velocity vector and a disparity in protoplanetary disk masses inside the cluster. The disks yet to encounter σ Ori AB have a higher disk mass, than those already encountered σ Ori AB. The disks already encountered have a reduced disk mass due to photoevaporation by the powerful radiation by σ Ori AB. This result needs confirmation by better constraining the proper motion of σ Ori AB. Distance The distance to σ Orionis and the cluster of stars around it has historically been uncertain. Hipparcos parallaxes were available for several presumed members, but with very high uncertainties for the σ Orionis components. Published distance estimates ranged from 352 pc to 473 pc. A dynamical parallax of 2.5806±0.0088 mas has been derived using the orbits of the two central stars, giving a distance of 387.5±1.3 pc. Gaia has published parallaxes for hundreds of cluster members, including brown dwarfs, and thousands of other stars in the field of the cluster. The cluster has been found to be quite extended, but around an average distance of 391+50−40 pc. Gaia Data Release 3 parallaxes for components C, D, and E are 2.4720±0.0293 mas, 2.4744±0.0622 mas, and 2.3077±0.0647 mas respectively. These have low statistical uncertainties although significant astrometric excess noise. No Gaia parallax has been published for the central AB component. Corresponding distances are 402±4 pc, 401±9 pc, and 428±12 pc for components C, D, and E respectively. References External links
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[SOURCE: https://techcrunch.com/2026/02/19/sex-toys-maker-tenga-says-hacker-stole-customer-information/] | [TOKENS: 842]
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Sex toys maker Tenga says hacker stole customer information Sex toy maker Tenga notified customers of a data breach on Friday, according to an email obtained by TechCrunch. In the message, the Japanese company said that “an unauthorized party gained access to the professional email account of one of our employees,” which gave the hacker access to the contents of the employee’s inbox. This access potentially allowed the hacker to see and steal customer names, email addresses, and historical email correspondence, “which may include order details or customer service inquiries.” The hacker also sent spam emails to the hacked employee’s contacts, including customers, according to the email sent to customers. After this story was published, a Tenga spokesperson told TechCrunch that the breach affected “approximately 600 people” in the United States, based on a forensic review. “We have already proactively contacted those who may have been impacted to ensure their safety and provide guidance,” said the spokesperson. Tenga says on its website that it has shipped over 162 million products worldwide. Order details and customer service inquiries are likely to include intimate information that many customers probably wouldn’t want to disclose, given the nature of the products in question. The company recommended customers change their passwords, even though it did not say that customers’ passwords were compromised, and to be vigilant of suspicious emails, especially coming from a specific employee, who appears to be the one whose account was breached. Tenga said it took several measures after the breach, including resetting the hacked employee’s credentials and enabling “across our systems,” a basic security feature called multi-factor authentication, which prevents access to accounts with stolen passwords. The company spokesperson would not say if there was any multi-factor on the email account prior to the breach. Tenga was founded in 2005 in Japan, and is headquartered in Tokyo. Tenga sells a variety of sex toys, mostly for men. It’s unclear if the breach affected customers outside of the United States, given that the email came explicitly from Tenga Store USA. Tenga is the latest in a long list of sex toy makers, such as Lovense last year, and adult websites, such as Pornhub last year and SexPanther in 2020, that have been hacked. First published on February 13. Updated with comment from Tenga spokesperson. Topics Senior Reporter, Cybersecurity Lorenzo Franceschi-Bicchierai is a Senior Writer at TechCrunch, where he covers hacking, cybersecurity, surveillance, and privacy. You can contact or verify outreach from Lorenzo by emailing lorenzo@techcrunch.com, via encrypted message at +1 917 257 1382 on Signal, and @lorenzofb on Keybase/Telegram. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC.
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[SOURCE: https://en.wikipedia.org/wiki/.com] | [TOKENS: 1201]
Contents .com The domain com is a top-level domain (TLD) in the Domain Name System (DNS) of the Internet. Created in the first group of Internet domains in March of 1985, its name is derived from the word commercial, indicating its original intended purpose for subdomains registered by commercial organizations. Later, the domain opened for general purposes. The domain was originally administered by the United States Department of Defense, but is today operated by Verisign, and remains under ultimate jurisdiction of U.S. law. The .com domain is also more commonly used than the more specific .us by American businesses and enterprises. Verisign registrations in the .com domain are processed via registrars accredited by ICANN. The registry accepts internationalized domain names. The domain was one of the original TLDs of the Internet when the Domain Name System was implemented in January 1985, the others being edu, gov, mil, net, org, and int. It has grown into the largest top-level domain, and has lent its name to the dot-com bubble, the era of the late 1990s during which excessive speculation in Internet-related concepts and companies led to rapid growth in the use and adoption of the Internet. History The domain com was one of the first set of top-level domains when the Domain Name System was first implemented for the Internet on January 1, 1985. The domain was administered by the U.S. Department of Defense, but the department contracted the domain maintenance to SRI International. SRI created DDN-NIC, also known as SRI-NIC, or simply the NIC (Network Information Center), then accessible online with the domain name nic.ddn.mil. Beginning October 1, 1991, an operations contract was awarded to Government Systems Inc. (GSI), which sub-contracted it to Network Solutions Inc. (NSI). On January 1, 1993, the National Science Foundation assumed responsibility of maintenance, as com was primarily being used for non-defense interests. The NSF contracted operation to Network Solutions (NSI). In 1995, the NSF authorized NSI to begin charging registrants an annual fee for the first time since the domain's inception. Initially, the fee was US$50 (equivalent to $106 in 2025) per year, with US$35 going to NSI, and US$15 going to a government fund. New registrations had to pay for the first two years, making the new-domain registration fee US$100. In 1997, the United States Department of Commerce assumed authority over these first seven generic TLDs. It is currently operated by Verisign, which had acquired Network Solutions. Verisign later spun off Network Solutions' non-registry functions into a separate company that continues as a registrar. In the English language, the domain is often spelled with a leading period and commonly pronounced as dot-com, and has entered common parlance this way. Although com domains were initially intended to designate commercial entities, the domain has had no restrictions for eligible registrants since the mid-1990s. With the commercialization and popularization of the Internet, the domain was opened to the public and quickly became the most common top-level domain for websites, email, and networking. Many companies that flourished in the period from 1997 to 2001—the time known as the "dot-com bubble"—incorporated the label com into company names; these became known as dot-coms or dot-com companies. The introduction of domain biz in 2001, which was aimed at companies that failed to register a suitable com-domain name, intended to make customers realize that they had arrived at a legitimate business website, although it did not achieve widespread use. Although companies anywhere in the world can register com domains, many countries have a second-level domain with a similar purpose under their country code top-level domain (ccTLD), such as Australia (com.au), China (com.cn), Greece (com.gr), Israel (co.il), India (co.in), Indonesia (co.id), Japan (co.jp), Mexico (com.mx), Nepal (.com.np), Pakistan (.com.pk), South Korea (co.kr), Sri Lanka (com.lk), United Kingdom (co.uk), and Vietnam (.com.vn). Many non-commercial sites and networks use com names to benefit from the perceived recognizability of a com domain. However, the registration statistics show varying popularity over the years. In December 2011, Verisign reported that approximately 100 million com domains were registered. According to the Domain Name Industry Brief published in March 2020, which publishes every quarter, com domain registration totaled 145.4 million. As of March 2009, Verisign reported that 926 accredited registrars serve the domain. On November 29, 2012, the U.S. Department of Commerce approved the renewal of the com Registry Agreement between Verisign, Inc., and ICANN. Through this agreement, Verisign managed the com registry until November 30, 2018. List of oldest second-level domains The following are the 100 oldest still-existing registered com domains. TLD extensions After the success of the .com domain, CentralNic registered multiple TLD Extensions under the format: .Country.Com. These TLD extensions are: .ar.com (Argentina, Discontinued) .br.com (Brazil, Registry) .cn.com (China, Registry) .de.com (Germany, Registry) .eu.com (European Union, Registry) .gb.com (Great Britain, Discontinued) .gr.com (Greece, No official registrar) .hu.com (Hungary, Discontinued) .it.com (Italy, Registry) .uk.com (United Kingdom, Registry) .us.com (United States, Registry) .za.com (South Africa, No official registrar) See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Zohar] | [TOKENS: 7003]
Contents Zohar The Zohar (Hebrew: זֹהַר‎, romanized: Zōhar, lit. 'Splendor' or 'Radiance'[a]) is a foundational work of Kabbalistic literature. It is a group of books including commentary on the mystical aspects of the Torah and scriptural interpretations as well as material on mysticism, mythical cosmogony, and mystical psychology. The Zohar contains discussions of the nature of God, the origin and structure of the universe, the nature of souls, redemption, the relationship of ego[citation needed] to darkness and "true self" to "the light of God". The Zohar was first publicized by Moses de León (c. 1240 – 1305 CE), who claimed it was a Tannaitic work recording the teachings of Simeon ben Yochai[b] (c. 100 CE). This claim is universally rejected by modern scholars, most of whom believe de León, also an infamous forger of Geonic material, wrote the book himself between 1280 and 1286. Some scholars argue that the Zohar is the work of multiple medieval authors and/or contains a small amount of genuinely antique novel material. Later additions to the Zohar, including Tiqqune hazZohar and Ra'ya Meheimna, were composed by a 14th century imitator. Language According to Gershom Scholem and other modern scholars, Zoharic Aramaic is an artificial dialect largely based on a linguistic fusion of the Babylonian Talmud and Targum Onkelos, but confused by de León's simple and imperfect grammar, his limited vocabulary, and his reliance on loanwords, including from contemporaneous medieval languages. The author further confused his text with occasional strings of Aramaic-seeming gibberish, in order to give the impression of obscure knowledge. While acknowledging that Zoharic Aramaic did not develop organically from any preexisting dialect, some recent scholarship argues that Aramaic was chosen for a literary or mystical purposes, not merely to disguise the forgery. The original text of the Zohar, as cited by various early Kabbalists beginning around the 14th century (e.g. Isaac b. Samuel of Acre, David b. Judah the Pious, Israel Alnaqua, Alfonso de Zamora) was partly in Hebrew and partly in Aramaic.[c] By the time of the first edition (1558) the text was entirely in Aramaic, with the exception of the Midrash haNe'elam, where Hebrew words and phrases are often employed as in the Babylonian Talmud. "The Hebrew of the Midrash haNe'elam is similar in its overall form to the language of the early midrashim, but its specific vocabulary, idioms, and stylistic characteristics bear the imprint of medieval Hebrew, and its midrashic manner is clearly that of a later imitation." Authorship Abraham Zacuto's 1504 work Sefer Yuhasin (first printed 1566) quotes from the Kabbalist Isaac ben Samuel of Acre's 13th-century chronicle Divre hayYamim (lost), which claims that the widow and daughter of de León revealed that he had written it himself and only ascribed the authorship to Simeon ben Yochai for personal profit: And [Isaac] went to Spain, to investigate how it happened in his time that the Zohar was found, which Simeon ben Yochai and his son Elazar had made in the cave . . . and some say that [de Leon] forged it among his forgeries,[d] but [Isaac later] said [in his Otzar haChayyim] that the Palestinian Aramaic[e] sections were genuinely written by Simeon ben Yochai . . . And [Isaac] wrote: Isaac goes on to say that he obtained mixed evidence of Zohar's authenticity from other Spanish Kabbalists, but the fragment ends abruptly, mid-sentence, without any conclusion. Though Isaac is willing to quote it in his Otzar haChayyim and his Meirat Einayim, he does so rarely. Isaac's testimony was censored from the second edition (1580) and remained absent from all editions thereafter until its restoration nearly 300 years later in the 1857 edition. In 1243 a different Jew had reportedly found a different ancient mystical book in a cave near Toledo, which may have been de Leon's inspiration. Within fifty years of its appearance in Spain it was quoted by Kabbalists, including the Italian mystical writer Menahem Recanati and Todros ben Joseph Abulafia. However, Joseph ben Waqar harshly attacked the Zohar, which he considered inauthentic, and some Jewish communities, such as the Dor Daim from Yemen, Andalusian (Western Sefardic or Spanish and Portuguese Jews), and some Italian communities, never accepted it as authentic. Other early Kabbalists, such as David b. Judah the Pious (fl. c. 1300), Abraham b. Isaac of Granada, (fl. c. 1300), and David b. Amram of Aden (fl. c. 1350), so readily imitate its pseudepigraphy by ascribing contemporaries' statements to Zoharic sages that it is obvious they understood its nature. The manuscripts of the Zohar are from the 14th-16th centuries. By the 15th century, the Zohar's authority in the Iberian Jewish community was such that Joseph ibn Shem-Tov drew arguments from it in his attacks against Maimonides, and even representatives of non-mystical Jewish thought began to assert its sacredness and invoke its authority in the decision of some ritual questions. In Jacobs' and Broyde's view, they were attracted by its glorification of man, its doctrine of immortality, and its ethical principles, which they saw as more in keeping with the spirit of Talmudic Judaism than are those taught by the philosophers, and which was held in contrast to the view of Maimonides and his followers, who regarded man as a fragment of the universe whose immortality is dependent upon the degree of development of his active intellect. The Zohar instead declared Man to be the lord of creation, whose immortality is solely dependent upon his morality. Conversely, Elia del Medigo (c. 1458 – c. 1493), in his Beḥinat ha-Dat, endeavored to show that the Zohar could not be attributed to Simeon ben Yochai, by a number of arguments. He claims that if it were his work, the Zohar would have been mentioned by the Talmud, as has been the case with other works of the Talmudic period; he claims that had ben Yochai known by divine revelation the hidden meaning of the precepts, his decisions on Jewish law from the Talmudic period would have been adopted by the Talmud, that it would not contain the names of rabbis who lived at a later period than that of ben Yochai; he claims that if the Kabbalah were a revealed doctrine, there would have been no divergence of opinion among the Kabbalists concerning the mystic interpretation of the precepts. Believers in the authenticity of the Zohar countered that the lack of references to the work in Jewish literature was because ben Yochai did not commit his teachings to writing but transmitted them orally to his disciples over generations until finally the doctrines were embodied in the Zohar. They found it unsurprising that ben Yochai should have foretold future happenings or made references to historical events of the post-Talmudic period. By the late 16th century, the Zohar was present in one-tenth of all private Jewish libraries in Mantua. The authenticity of the Zohar was accepted by such 16th century Jewish luminaries as Joseph Karo (d. 1575), and Solomon Luria (d. 1574), who wrote nonetheless that Jewish law does not follow the Zohar when it is contradicted by the Babylonian Talmud. Luria writes that the Zohar cannot even override a minhag. Moses Isserles (d. 1572) writes that he "heard" that the author of the Zohar is ben Yochai. Elijah Levita (d. 1559) did not believe in its antiquity, nor did Joseph Scaliger (d. 1609) or Louis Cappel (d. 1658) or Johannes Drusius (d. 1616). David ibn abi Zimra (d. 1573) held that one can follow the Zohar only when it does not conflict with any other source and records that "You asked me about scribes modifying torah scrolls to accord with the Zohar ... and I was shocked, for how can they consider the Zohar better than the Talmud Bavli, which has come down to us?[h] ... So I went myself to the house of the scribe and I found three scrolls which he had edited, and I fixed them, and I restored the Torah to its proper glory." Debate continued over the generations; del Medigo's arguments were echoed by Leon of Modena (d. 1648) in his Ari Nohem, by Jean Morin (d. 1659), and by Jacob Emden (d. 1776). Emden—who may have been familiar with Modena through Morin's arguments—devoted a book to the criticism of the Zohar, called Mitpachas Sefarim (מטפחת ספרים), in an effort against the remaining adherents of the Sabbatean movement (in which Sabbatai Zevi, a Jewish apostate, cited Messianic prophecies from the Zohar as proof of his legitimacy). Emden argued that the book on which Zevi based his doctrines was a forgery, arguing that the Zohar: Saul Berlin (d. 1794) argued that the presence of an introduction in the Zohar, unknown to the Talmudic literary genre, itself indicates a medieval date. In the Ashkenazi community of Eastern Europe, religious authorities including Elijah of Vilna (d. 1797) and Shneur Zalman of Liadi (d. 1812) believed in the authenticity of the Zohar, while Ezekiel Landau (d. 1793), in his sefer Derushei HaTzlach (דרושי הצל"ח), argued that the Zohar is to be considered unreliable as it was made public many hundreds of years after Ben Yochai's death and lacks an unbroken tradition of authenticity, among other reasons. Isaac Satanow accepted Emden's arguments and referred to the Zohar as a forgery, also offering new evidence. By 1813 Samuel David Luzzatto had concluded that "these books [the Zohar and the Tiqqunei Zohar] are utter forgeries," in part because they repeatedly discuss the Hebrew cantillation marks, which were not invented until the 9th century. In 1817 Luzzatto published these arguments, and in 1825 he penned a fuller treatise, giving many reasons why the Zohar could not be ancient. However, he did not publish this until 1852, when he felt it justified by the rise of Hasidism. Moses Landau (d. 1852), Ezekiel's grandson, published the same conclusion in 1822. Isaac Haver (d. 1852) admits the vast majority of content comes from the 13th century but argues that there was a genuine core. Solomon Judah Loeb Rapoport (d. 1867) spoke against the Zohar's antiquity. Eliakim ha-Milzahgi (d. 1854) accepted Emden's arguments. The influence of the Zohar in Yemen contributed to the formation of the Dor Deah movement, led by Yiḥyah Qafiḥ in the later part of the 19th century. Among its objects was the opposition of the influence of the Zohar, as presented in Qafiḥ's Milhamoth Hashem (Wars of the Lord) and Da'at Elohim. Shlomo Zalman Geiger (d. 1878), in his book Divrei Kehilot on the liturgical practice of Frankfurt am Main, records that "We do not say brikh shmei in Frankfurt, because its source is in the Zohar, and the sages of Frankfurt refused to accept Qabbalah." In 1892, Adolf Neubauer called on the Orthodox rabbinate to reject the Zohar as a forgery and to remove Zoharic prayers from the liturgy. However, Yechiel Michel Epstein (d. 1908) and Yisrael Meir Kagan (d. 1933) both believed in the authenticity of the Zohar, as did Menachem Mendel Kasher (d. 1983), Aryeh Kaplan (d. 1983), David Luria (d. 1855), and Chaim Kanievsky (d. 2022). Aryeh Carmell (d. 2006) did not, and Eliyahu Dessler (d. 1953) accepted the possibility that it was composed in the 13th century. Moshe Feinstein wrote in 1953 that "the Zohar and Tikkunim are the words of the Tannaim". Gedaliah Nadel (d. 2004) was unsure if the Zohar were genuine but was sure that it is acceptable to believe that it is not. Ovadia Yosef (d. 2013) held that Orthodox Jews should accept the Zohar's antiquity in practice based on medieval precedent, but agreed that rejecting it is rational and religiously valid. Joseph Hertz (d. 1946) called the claim of ben Yochai's authorship "untenable", citing Gershom Scholem's evidence. Samuel Belkin (d. 1976) argued that the Mystical Midrash section, specifically, predated de León. Joseph B. Soloveitchik (d. 1993) apparently dismissed the Zohar's antiquity. Moses Gaster (d. 1939) wrote that the claim of ben Yochai's authorship was "untenable" but that Moses de León had compiled earlier material. Meir Mazuz (d. 2025) accepts Emden's arguments. Yeshayahu Leibowitz wrote (1990) that "Moses de León composed the Zohar in the 1270s as certainly as Theodor Herzl composed Der Judenstaat in the 1890s ... the Zohar was influential because in every generation the idolatrous influence outpowers the true faith". Early attempts included M. H. Landauer's Vorläufiger Bericht über meine Entdeckung in Ansehung des Sohar (1845), which fingered Abraham Abulafia as the author, and Samuel David Luzzatto's ויכוח על חכמת הקבלה (1852), but the first systematic and critical academic proof for the authorship of Moses de León was given by Adolf Jellinek in his 1851 monograph "Moses ben Shem-tob de León und sein Verhältnis zum Sohar". Jellinek's proofs, which combined previous analyses with Isaac of Acre's testimony and comparison of the Zohar to de Leon's Hebrew works, were accepted by every other major scholar in the field, including Heinrich Graetz (History of the Jews, vol. 7), Moritz Steinschneider, Bernhard Beer, Leopold Zunz, and Christian David Ginsburg. Ginsburg summarized Jellinek's, Graetz's, and other scholars' proofs for the English-reading world in 1865, also introducing several novel proofs, including that the Zohar includes a translation of a poem by Solomon ibn Gabirol (d. 1058) and that it includes a mystical explanation of a mezuzah style only introduced in the 13th century. Adolf Neubauer and Samuel Rolles Driver were convinced by these arguments, but Edward Bouverie Pusey held to a Tannaitic date. By 1913, the critical view had apparently lost some support: Israel Abrahams recalls that "Zunz, like Graetz, had little patience with the Zohar . . . at this date we are much more inclined to treat the Kabbalah with respect." Gershom Scholem, who was to found modern academic study of Kabbalah, began his career at the Hebrew University of Jerusalem in 1925 with a lecture in which he promised to refute Graetz and Jellinek. However, after years of research, he came to conclusions similar to theirs by 1938, when he argued again that de León was the most likely author. Scholem noted the Zohar's frequent errors in Aramaic grammar, its suspicious traces of Arabic and Spanish words and sentence patterns, and its lack of knowledge of the Land of Israel, among other proofs. Scholem's views are widely held as accurate among historians of Kabbalah, but they are not uncritically accepted. Scholars who continue to research the background of the Zohar include Yehuda Liebes (who wrote his doctorate thesis for Scholem on the subject, Dictionary of the Vocabulary of the Zohar in 1976), and Daniel C. Matt, a student of Scholem's who has published a critical edition of the Zohar. Academic studies of the Zohar show that many of its ideas are based in the Talmud, various works of midrash, and earlier Jewish mystical works. Scholem writes: At the same time, Scholem says, the author "invent[ed] a number of fictitious works that the Zohar supposedly quotes, e.g., the Sifra de-Adam, the Sifra de-Hanokh, the Sifra di-Shelomo Malka, the Sifra de-Rav Hamnuna Sava, the Sifra de-Rav Yeiva Sava, the Sifra de-Aggadeta, the Raza de-Razin and many others." The Zohar also draws from the Bible commentaries written by medieval rabbis, including Rashi, Abraham ibn Ezra, David Kimhi and even authorities as late as Nachmanides and Maimonides, and earlier mystical texts such as the Sefer Yetzirah and the Bahir and the medieval writings of the Hasidei Ashkenaz. Another influence that Scholem, and scholars like Yehudah Liebes and Ronit Meroz have identified was a circle of Spanish Kabbalists in Castile who dealt with the appearance of an evil side emanating from within the world of the sefirot. Scholem saw this dualism of good and evil within the Godhead as a kind of gnostic inclination within Kabbalah, and as a predecessor of the Sitra Ahra (the other, evil side) in the Zohar. The main text of the Castile circle, the Treatise on the Left Emanation, was written by Jacob ha-Cohen around 1265. Contents Tikunei haZohar was first printed in Mantua in 1557. The main body of the Zohar was printed in Cremona in 1558 (a one-volume edition), in Mantua in 1558-1560 (a three-volume edition), and in Salonika in 1597 (a two-volume edition). Each of these editions included somewhat different texts. A copy of the second volume of Mantua first-edition that traveled through Thereisenstadt during the second World War recently resurfaced at the National Library of Israel. When they were printed there were many partial manuscripts in circulation that were not available to the first printers. These were later printed as Zohar Chadash (lit. 'New Radiance'), but Zohar Chadash actually contains parts that pertain to the Zohar, as well as Tikunim (plural of Tikun, "Repair", see also Tikkun olam) that are akin to Tikunei haZohar, as described below. The term Zohar, in usage, may refer to just the first Zohar collection, with or without the applicable sections of Zohar Chadash, or to the entire Zohar and Tikunim. Citations referring to the Zohar conventionally follow the volume and page numbers of the Mantua edition, while citations referring to Tikkunei haZohar follow the edition of Ortakoy (Constantinople) 1719 whose text and pagination became the basis for most subsequent editions. Volumes II and III begin their numbering anew, so citation can be made by parashah and page number (e.g. Zohar: Nasso 127a), or by volume and page number (e.g. Zohar III:127a).[citation needed] After the book of the Zohar had been printed (in Mantua and in Cremona, in the Jewish years 5318–5320 or 1558–1560? CE), many more manuscripts were found that included paragraphs pertaining to the Zohar which had not been included in printed editions. The manuscripts pertained also to all parts of the Zohar; some were similar to Zohar on the Torah, some were similar to the inner parts of the Zohar (Midrash haNe'elam, Sitrei Otiyot and more), and some pertained to Tikunei haZohar. Some thirty years after the first edition of the Zohar was printed, the manuscripts were gathered and arranged according to the parashiyot of the Torah and the megillot (apparently the arrangement was done by the Kabbalist, Avraham haLevi of Tsfat), and were printed first in Salonika in Jewish year 5357 (1587? CE), and then in Kraków (5363), and afterwards in various editions. According to Scholem, the Zohar can be divided into 21 types of content, of which the first 18 (a.–s.) are the work of the original author (probably de Leon) and the final 3 (t.–v.) are the work of a later imitator. a. Untitled Torah commentary A "bulky part" which is "wholly composed of discursive commentaries on various passages from the Torah". b. Book of Concealment (ספרא דצניעותא) A short part of only six pages, containing a commentary to the first six chapters of Genesis. It is "highly oracular and obscure," citing no authorities and explaining nothing. c. Greater Assembly (אדרא רבא) This part contains an explanation of the oracular hints in the previous section. Ben Yochai's friends gather together to discuss secrets of Kabbalah. After the opening of the discussion by ben Yochai, the sages rise, one after the other, and lecture on the secret of Divinity, while ben Yochai adds to and responds to their words. The sages become steadily more ecstatic until three of them die. Scholem calls this part "architecturally perfect." d. Lesser Assembly (אדרא זוטא) Ben Yochai dies and a speech is quoted in which he explains the previous section. e. Assembly of the Tabernacle (אדרא דמשכנא) This part has the same structure as c. but discusses instead the mysticism of prayer. f. Palaces (היכלות) Seven palaces of light are described, which are perceived by the devout in death. This description appears again in another passage, heavily embellished. g. Secretum Secretorum (רזא דרזין) An anonymous discourse on physiognomy and a discourse on chiromancy by ben Yochai. h. Old Man (סבא) An elaborate narrative about a speech by an old Kabbalist. i. Child (ינוקא) A story of a prodigy and his Kabbalistic speech. k. Head of the Academy (רב מתיבתא) A Pardes narrative in which a head of the celestial academy reveals secrets about the destinies of the soul. l. Secrets of Torah (סתרי תורה) Allegorical and mystical interpretations of Torah passages. m. Mishnas (מתניתין) Imitations of the Mishnaic style, designed to introduce longer commentaries in the style of the Talmud. n. Zohar to the Song of Songs Kabbalistic commentary to the Song of Songs. o. Standard of Measure (קו המידה) Profound interpretation of Deut. 6:4. p. Secrets of Letters (סתרי אותיות) A monologue by ben Yochai on the letters in the names of God and their use in creation. q. Commentary to the Merkabah r. Mystical Midrash (מדרש הנעלם) A Kabbalistic commentary on the Torah, citing a wide variety of Talmudic sages. According to Ramaz, it is fit to be called Midrash haNe'elam because "its topic is mostly the neshamah (an upper level of soul), the source of which is in Beri'ah, which is the place of the upper Gan Eden; and it is written in the Pardes that drash is in Beri'ah... and the revealed midrash is the secret of externality, and Midrash haNe'elam is the secret of internality, which is the neshamah. And this derush is founded on the neshamah; its name befits it—Midrash haNe'elam. The language of Midrash haNe'elam is sometimes Hebrew, sometimes Aramaic, and sometimes both mixed. Unlike the body of the Zohar, its drashot are short and not long. Also, the topics it discusses—the work of Creation, the nature of the soul, the days of Mashiach, and Olam Haba—are not of the type found in the Zohar, which are the nature of God, the emanation of worlds, the "forces" of evil, and more. s. Mystic Midrash on Ruth A commentary on the Book of Ruth in the same style. t. Faithful Shepherd (רעיא מהימנא) By far the largest "book" included in the Zohar, this is a Kabbalistic commentary on Moses' teachings revealed to ben Yochai and his friends. Moshe Cordovero said, "Know that this book, which is called Ra'aya Meheimna, which ben Yochai made with the tzadikim who are in Gan Eden, was a repair of the Shekhinah, and an aid and support for it in the exile, for there is no aid or support for the Shekhinah besides the secrets of the Torah... And everything that he says here of the secrets and the concepts—it is all with the intention of unifying the Shekhinah and aiding it during the exile. u. Rectifications of the Zohar (תקוני זוהר) Tikunei haZohar, which was printed as a separate book, includes seventy commentaries called Tikunim (lit. 'Repairs') and an additional eleven Tikunim. In some editions, Tikunim are printed that were already printed in the Zohar Chadash, which in their content and style also pertain to Tikunei haZohar. Each of the seventy Tikunim of Tikunei haZohar begins by explaining the word Bereshit (בראשית), and continues by explaining other verses, mainly in parashat Bereshit, and also from the rest of Tanakh. And all this is in the way of Sod, in commentaries that reveal the hidden and mystical aspects of the Torah. Tikunei haZohar and Ra'aya Meheimna are similar in style, language, and concepts, and are different from the rest of the Zohar. For example, the idea of the Four Worlds is found in Tikunei haZohar and Ra'aya Meheimna but not elsewhere, as is true of the very use of the term "Kabbalah". In terminology, what is called Kabbalah in Tikunei haZohar and Ra'aya Meheimna is simply called razin (clues or hints) in the rest of the Zohar. In Tikunei haZohar there are many references to chibura kadma'ah (meaning "the earlier book"). This refers to the main body of the Zohar. v. Further Additions These include later Tikkunim and other texts in the same style. Influence On the one hand, the Zohar was lauded by many rabbis because it opposed religious formalism, stimulated one's imagination and emotions, and for many people helped reinvigorate the experience of prayer. In many places prayer had become a mere external religious exercise, while prayer was supposed to be a means of transcending earthly affairs and placing oneself in union with God. According to the Jewish Encyclopedia, "On the other hand, the Zohar was censured by many rabbis because it propagated many superstitious beliefs, and produced a host of mystical dreamers, whose overexcited imaginations peopled the world with spirits, demons, and all kinds of good and bad influences." Many classical rabbis, especially Maimonides, viewed all such beliefs as a violation of Jewish principles of faith. Its mystic mode of explaining some commandments was applied by its commentators to all religious observances, and produced a strong tendency to substitute mystic Judaism in the place of traditional Rabbinic Judaism. For example, Shabbat, the Jewish Sabbath, began to be looked upon as the embodiment of God in temporal life, and every ceremony performed on that day was considered to have an influence upon the superior world. Elements of the Zohar crept into the liturgy of the 16th and 17th centuries, and the religious poets not only used the allegorism and symbolism of the Zohar in their compositions, but even adopted its style, e.g. the use of erotic terminology to illustrate the relations between man and God. Thus, in the language of some Jewish poets, the beloved one's curls indicate the mysteries of the Deity; sensuous pleasures, and especially intoxication, typify the highest degree of divine love as ecstatic contemplation; while the wine-room represents merely the state through which the human qualities merge or are exalted into those of God. The Zohar is also credited with popularizing de Leon's PaRDeS codification of biblical exegesis.[citation needed] According to the Jewish Encyclopedia, "The enthusiasm felt for the Zohar was shared by many Christian scholars, such as Giovanni Pico della Mirandola, Johann Reuchlin, Aegidius of Viterbo, etc., all of whom believed that the book contained proofs of the truth of Christianity. They were led to this belief by the analogies existing between some of the teachings of the Zohar and certain Christian dogmas, such as the fall and redemption of man, and the dogma of the Trinity, which seems to be expressed in the Zohar in the following terms: The Ancient of Days has three heads. He reveals himself in three archetypes, all three forming but one. He is thus symbolized by the number Three. They are revealed in one another. [These are:] first, secret, hidden 'Wisdom'; above that the Holy Ancient One; and above Him the Unknowable One. None knows what He contains; He is above all conception. He is therefore called for man 'Non-Existing' [Ayin] (Zohar, iii. 288b). According to the Jewish Encyclopedia, "This and other similar doctrines found in the Zohar are now known to be much older than Christianity, but the Christian scholars who were led by the similarity of these teachings to certain Christian dogmas deemed it their duty to propagate the Zohar." Commentaries English translations See also Notes References Further reading External links
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Contents 3Blue1Brown 3Blue1Brown is an educational YouTube channel created and run by Grant Sanderson. The channel focuses on teaching higher mathematics from a visual perspective, and on the process of discovery and inquiry-based learning in mathematics, which Sanderson calls "inventing math". Grant Sanderson Sanderson graduated from Stanford University in 2015 with a bachelor's degree in mathematics. He worked for Khan Academy from 2015 to 2016 as part of their content fellowship program, producing videos and articles about multivariable calculus, after which he started focusing his full attention on 3Blue1Brown. In 2020, Grant Sanderson became one of the creators and lecturers of the MIT course Introduction to Computational Thinking, together with Alan Edelman, David Sanders, James Schloss, and Benoit Forget. The course uses the Julia programming language and Grant Sanderson's animations to explain various topics: convolutions, image processing, COVID-19 data visualization, epidemic modelling, ray tracing, introduction to climate modelling, ocean modelling, and the algorithms that lie behind these topics. In January 2020, Sanderson delivered a talk in An Evening with Grant Sanderson, hosted by the Stanford Speakers Bureau. Sanderson offered his perspective on engaging with math: instead of prioritizing usefulness, he emphasizes emotion, wonder and imagination. He aims to "bring life to math" with visuals, graphics, and animations. In August 2021, Sanderson was one of several featured speakers at SIGGRAPH 2021. In February 2022, Sanderson determined that the best starting word in the game Wordle was CRANE using information theory. Later, he stated that the code he wrote to determine the best starting word had a bug in it, and the actual best starting word that gives the lowest average score is SALET. In November 2022, Sanderson delivered a keynote speech, "What can algorithms teach us about education?", at the 17th Dutch National Informatics Congress CelerIT hosted by Stichting Nationaal Informatica Congres (SNiC). Sanderson offered his perspective on how mathematics education should evolve in the future and related his findings with the way neural networks learn, he emphasizes the need for students to grasp concepts and understand them. Origin 3Blue1Brown started as a personal programming project in early 2015. In an episode of the podcast Showmakers, Sanderson explained that he wanted to practice his coding skills and decided to make a graphics library in Python, which eventually became the open-source project Manim (Mathematical Animation Engine). To have a goal for the project, he decided to create a video with the library and upload it to YouTube. On March 4, 2015, he uploaded his first video. He started publishing more videos and improving the graphics tool. Videos, podcasts and other media 3Blue1Brown videos are themed around visualizing math, including pure math such as number theory and topology as well as more applied topics in computer science and physics. The visuals are predominantly generated by Manim, a Python animation library written by Sanderson, though occasionally visuals are drawn from other software such as macOS's Grapher application. The channel's videos have been featured in Popular Mechanics, ABC News, and Quanta Magazine. Sanderson has appeared on numerous notable podcasts, including Numberphile, Lex Fridman, the Art of Problem Solving, Siraj Raval, and Showmakers. Manim Manim (short for Mathematical Animation Engine) is a cross-platform, free and open-source animation engine released under the MIT License. It was initially developed by Grant Sanderson in early 2015. Manim is a Python library for creating precise, programmatic animations of mathematical concepts. It allows users to define graphical scenes with mathematical objects, transformations, text, etc., and render them into videos. It is especially known for being the tool behind many of the visuals used in the 3Blue1Brown video series. There is also a fork maintained by the community that differs from Sanderson's version and includes improvements. See also References Further reading External links
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-FOOTNOTEAsakura200032-33] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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