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[SOURCE: https://en.wikipedia.org/wiki/Perplexity.ai] | [TOKENS: 2072]
Contents Perplexity AI Perplexity AI, Inc., or simply Perplexity, is an American privately held software company offering a web search engine that processes user queries and synthesizes responses. Perplexity products use large language models and incorporate real-time web search capabilities, providing responses based on current Internet content, citing sources used. A free public version is available, while a paid Pro subscription offers access to more advanced language models and additional features. Perplexity AI, Inc., was founded in 2022 by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski. As of September 2025, the company was valued at US$20 billion. Perplexity AI has attracted legal scrutiny over allegations of copyright infringement, unauthorized content use, and trademark issues from several major media organizations, including the BBC, Dow Jones, and The New York Times. According to separate analyses by Wired and later Cloudflare, Perplexity uses undisclosed web crawlers with spoofed user-agent strings to scrape the content of websites which prohibit, or explicitly block, web scraping. History In August 2022, Perplexity AI, Inc., was founded by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski, engineers with backgrounds in back-end systems, artificial intelligence (AI) and machine learning. It launched its main search engine on December 7, 2022, and has since released a Google Chrome extension and apps for iOS and Android. In February 2023, Perplexity reported two million unique visitors. By April 2024, Perplexity had raised $165 million in funding, valuing the company at over $1 billion. As of June 2025, Perplexity closed a $500 million round of funding that elevated its valuation to $14 billion. Investors in Perplexity AI have included Jeff Bezos, Tobias Lütke, Nat Friedman, Nvidia, and Databricks. During Bloomberg’s Tech Summit 2025, Srinivas shared that the company processed 780 million queries in May 2025, experiencing more than 20% month-over-month growth, processing around 30 million queries daily. In July 2024, Perplexity announced the launch of a new publishers' program to share advertising revenue with partners. On January 18, 2025, the day before the impending U.S. ban on the social media app TikTok, Perplexity submitted a proposal for a merger with TikTok US. On August 12, 2025, Perplexity made a bid to buy Chrome from Google for $34.5 billion. Perplexity stated that the sale could remedy anti-trust litigation against Google, in which a judge was considering compelling the sale of Chrome. On December 08, 2025, Cristiano Ronaldo invested in Perplexity AI, linking his global CR7 brand with search capabilities with a goal to expand AI access and visibility worldwide. Products and services Perplexity’s primary offering is an online information retrieval system (search engine) that uses large language models to generate responses to user queries by searching and summarizing web-based content. Perplexity offers a feature known as Perplexity Pages that generates structured summaries and report-like content from user queries by aggregating cited sources. Perplexity is available without charge or registration to Web users, a freemium model. Perplexity Pro is a subscription tier, a more capable paid "enterprise" service, including stronger security and data protection and additional tools, including the ability to search uploaded documents alongside web content and access to a programmatic application programming interface (API). It allows the user to select between backend models such as GPT-5, GPT-4.1, o4-mini, Claude 4.0, Grok 4 and Gemini Pro 3. The company has also developed its own models, Sonar (based on Llama 3.3) and R1 1776 (based on DeepSeek R1). Internal Knowledge Search enables Pro and Enterprise Pro users to simultaneously search across web content and internal documents. Users can upload and search through Excel, Word, PDF, and other common file formats. Enterprise Pro users can upload and index up to 500 files. Perplexity's Search API provides AI developers with programmatic access to the company's search infrastructure. The September 2025 release includes a software development kit, an open-source evaluation framework called search_evals, and documentation detailing the API's design and optimization. Perplexity's Shopping Hub is an online shopping platform that provides AI-generated product recommendations, and enables users to purchase products directly through Perplexity's interface. It was launched in November 2024 with backing by Amazon and Nvidia. In October 2024, Perplexity AI introduced new finance-related features, including looking up stock prices and company earnings data. The tool provides real-time stock quotes and price tracking, industry peer comparisons and basic financial analysis tools. The platform sources its financial data from Financial Modeling Prep. In January 2025, Perplexity launched the Perplexity Assistant, an AI-powered tool designed to enhance the functionality of its search engine. It can perform tasks across multiple apps, such as hailing a ride or searching for a song, and can maintain context across actions. The assistant is also multi-modal, meaning it can use a phone's camera to provide answers about the user's surroundings or on-screen content. Perplexity has acknowledged that the assistant is still in development and may not always function as expected. For instance, certain features, such as summarizing unread emails or upcoming calendar events, require users to enable a workaround based on notifications. In July 2025, Perplexity launched Comet, an AI browser based on Chromium. Initially, access to the browser was limited to users subscribed to the most expensive subscription tier. The browser was later released for free download in October 2025. A key feature is integration of the Perplexity search engine, which can perform a variety of tasks such as generating article summaries, describing an image, conducting research about a topic and composing emails. Perplexity has been contracted to produce a chatbot for Donald Trump's social media platform Truth Social. Leadership Aravind Srinivas is the CEO and co-founder of Perplexity AI. He previously held research positions at OpenAI, Google Brain, and DeepMind focusing on machine learning and artificial intelligence. Controversies In June 2024, Forbes publicly criticized Perplexity for using their content. According to Forbes, Perplexity published a story largely copied from a proprietary Forbes article without mentioning or prominently citing Forbes. In response, Srinivas said that the feature had some "rough edges" and accepted feedback but maintained that Perplexity only "aggregates" rather than plagiarizes information. In October 2024, The New York Times sent a cease-and-desist notice to Perplexity to stop accessing and using NYT content, claiming that Perplexity is violating its copyright by scraping data from its website. In June 2024, Dow Jones and New York Post filed a lawsuit against Perplexity, alleging copyright infringement. The lawsuit also alleged that Perplexity harmed their brand by attributing hallucinated quotes, for example on F-16 jets for Ukraine, to articles that did not include them. On October 24, 2024, Perplexity AI published an official response on its company blog asserting that the claims in the lawsuits were misleading and stating it was open to revenue-sharing arrangements with content providers. On January 31, 2025, Perplexity was sued in the United States for alleged trademark infringement by Perplexity Solved Solutions (PSS), a software firm founded in 2017. The lawsuit claims that Perplexity AI's use of the name "Perplexity" violates PSS's federally registered trademark and could cause consumer confusion. PSS had previously declined an offer from Perplexity AI to purchase the trademark in 2023. The suit seeks to prevent Perplexity AI from using the name in its branding and marketing. In June 2025, UK broadcaster the BBC threatened legal action against Perplexity AI, demanding that the company stop the unauthorized scraping of its content, delete all retained BBC material used in training its models, and provide financial compensation for the infringement of its intellectual property rights. On August 8, 2025, the Japanese newspaper company Yomiuri Shimbun filed a lawsuit against Perplexity for "free-riding" use of 120,000 articles of the publication from February to June 2025. Later that month, two more Japanese newspaper companies, The Asahi Shimbun and The Nikkei, also sued the company for alleged copyright infringement. In October 2025, Reddit sued Perplexity in federal court in New York, alleging that it and three other companies unlawfully scraped its data. In June 2024, separate investigations by the magazine Wired and web developer Robb Knight found that Perplexity does not respect the Robot Exclusion Protocol (or robots.txt) standard, which may include requests for web crawlers to not scrape sections of the site's content, despite Perplexity claiming the opposite. Perplexity lists the IP address ranges and user agent strings of their web crawlers publicly, but according to Wired and Robb Knight it uses undisclosed IP addresses and spoofed user agent strings when ignoring robots.txt. In response, Srinivas stated that Perplexity was not ignoring robots.txt, but suggested that it relied on third-party web crawlers that do. When asked, Srinivas declined to commit to cease scraping Wired content using third parties. In August 2025, Cloudflare published research finding that Perplexity was using undeclared "stealth" web crawlers to bypass web application firewalls and robots.txt files intended to block Perplexity crawlers. Cloudflare's CEO Matthew Prince tweeted that Perplexity acts "more like North Korean hackers" than a reputable AI company. Perplexity publicly denied the claims, calling it a "charlatan publicity stunt". See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Ethnographic] | [TOKENS: 6381]
Contents Ethnography Ethnography is a branch of anthropology and the systematic study of individual cultures. It explores cultural phenomena from the point of view of the subject of the study. Ethnography is also a type of social research that involves examining the behavior of the participants in a given social situation and understanding the group members' own interpretation of such behavior. Ethnography is a form of inquiry that relies heavily on participant observation. In this method, the researcher participates in the setting or with the people being studied, often in a marginal role, to document detailed patterns of social interaction and the perspectives of participants within their local contexts. It had its origin in social and cultural anthropology in the early twentieth century, but has, since then, spread to other social science disciplines, notably sociology. Ethnographers mainly use qualitative methods, though they may also include quantitative data. The typical ethnography is a holistic study and so includes a brief history, and an analysis of the terrain, the climate, and the habitat. A wide range of groups and organisations have been studied by this method, including traditional communities, youth gangs, religious cults, and organisations of various kinds. While, traditionally, ethnography has relied on the physical presence of the researcher in a setting, there is research using the label that has relied on interviews or documents, sometimes to investigate events in the past such as the NASA Challenger disaster. There is also ethnography done in "virtual" or online environments, sometimes labelled netnography or cyber-ethnography. Origins The term ethnography is from Greek (ἔθνος éthnos "folk, people, nation" and γράφω gráphō "I write") and encompasses the ways in which ancient authors described and analyzed foreign cultures. Anthony Kaldellis loosely suggests the Odyssey as a starting point for ancient ethnography, while noting that Herodotus' Histories is the usual starting point; while Edith Hall has argued that Homeric poetry lacks "the coherence and vigour of ethnological science". From Herodotus forward, ethnography was a mainstay of ancient historiography. Tacitus has ethnographies in the Agricola, Histories, and Germania. Germania "stands as the sole surviving full-scale monograph by a classical author on an alien people." Ethnography formed a relatively coherent subgenre in Byzantine literature. While ethnography ("ethnographic writing") was widely practiced in antiquity, ethnography as a science (cf. ethnology) did not exist in the ancient world. There is no ancient term or concept applicable to ethnography, and those writers probably did not consider the study of other cultures as a distinct mode of inquiry from history. Gerhard Friedrich Müller developed the concept of ethnography as a separate discipline whilst participating in the Second Kamchatka Expedition (1733–43) as a professor of history and geography. Whilst involved in the expedition, he differentiated Völker-Beschreibung as a distinct area of study. This became known as "ethnography", following the introduction of the Greek neologism ethnographia by Johann Friedrich Schöpperlin and the German variant by A. F. Thilo in 1767. August Ludwig von Schlözer and Christoph Wilhelm Jacob Gatterer of the University of Göttingen introduced the term into the academic discourse in an attempt to reform the contemporary understanding of world history. Features of ethnographic research According to Dewan (2018), the researcher is not looking for generalizing the findings; rather, they are considering it in reference to the context of the situation. In this regard, the best way to integrate ethnography in a quantitative research would be to use it to discover relationships and then use the resultant data to test and explain the empirical assumptions. In ethnography, the researcher gathers what is available, what is normal, what it is that people do, what they say, and how they work. Ethnography can also be used in other methodological frameworks, for instance, an action research program of study where one of the goals is to change and improve the situation. Ethnographic research is a fundamental methodology in cultural ecology, development studies, and feminist geography. In addition, it has gained importance in social, political, cultural, and nature-society geography. Ethnography is an effective methodology in qualitative geographic research that focuses on people's perceptions and experiences and their traditionally place-based immersion within a social group. Data collection methods According to John Brewer, a leading social scientist, data collection methods are meant to capture the "social meanings and ordinary activities" of people (informants) in "naturally occurring settings" that are commonly referred to as "the field". The goal is to collect data in such a way that the researcher imposes a minimal amount of personal bias in the data. Multiple methods of data collection may be employed to facilitate a relationship that allows for a more personal and in-depth portrait of the informants and their community. These can include participant observation, field notes, interviews and surveys, as well as various visual methods. Interviews are often taped and later transcribed, allowing the interview to proceed unimpaired of note-taking, but with all information available later for full analysis. Secondary research and document analysis are also used to provide insight into the research topic. In the past, kinship charts were commonly used to "discover logical patterns and social structure in non-Western societies". In the 21st century, anthropology focuses more on the study of people in urban settings and the use of kinship charts is seldom employed. In order to make the data collection and interpretation transparent, researchers creating ethnographies often attempt to be "reflexive". Reflexivity refers to the researcher's aim "to explore the ways in which [the] researcher's involvement with a particular study influences, acts upon and informs such research".[Marvasti, Amir & Gubrium, Jaber. 2023. Crafting Ethnographic Fieldwork: Sites, Selves & Social Worlds. Routledge. Despite these attempts of reflexivity, no researcher can be totally unbiased. This factor has provided a basis to criticize ethnography. Traditionally, the ethnographer focuses attention on a community, selecting knowledgeable informants who know the activities of the community well. These informants are typically asked to identify other informants who represent the community, often using snowball or chain sampling. This process is often effective in revealing common cultural denominators connected to the topic being studied. Ethnography relies greatly on up-close, personal experience. Participation, rather than just observation, is one of the keys to this process. Ethnography is very useful in social research. An inevitability during ethnographic participation is that the researcher experiences at least some resocialization. In other words, the ethnographer to some extent "becomes" what they are studying. For instance, an ethnographer may become skilled at a work activity that they are studying; they may become members of a particular religious group they are interested in studying; or they may even inhabit a familial role in a community they are staying with. Robert M. Emerson, Rachel Fretz, and Linda Shaw summarize this idea in their book Writing Ethnographic Field Notes using a common metaphor: "the fieldworker cannot and should not attempt to be a fly on the wall." Ybema et al. (2010) examine the ontological and epistemological presuppositions underlying ethnography. Ethnographic research can range from a realist perspective, in which behavior is observed, to a constructivist perspective where understanding is socially constructed by the researcher and subjects. Research can range from an objectivist account of fixed, observable behaviors to an interpretive narrative describing "the interplay of individual agency and social structure." Critical theory researchers address "issues of power within the researcher-researched relationships and the links between knowledge and power." Another form of data collection is that of the "image". The image is the projection that an individual puts on an object or abstract idea. An image can be contained within the physical world through a particular individual's perspective, primarily based on that individual's past experiences. One example of an image is how an individual views a novel after completing it. The physical entity that is the novel contains a specific image in the perspective of the interpreting individual and can only be expressed by the individual in the terms of "I can tell you what an image is by telling you what it feels like." The idea of an image relies on the imagination and has been seen to be utilized by children in a very spontaneous and natural manner. Effectively, the idea of the image is a primary tool for ethnographers to collect data. The image presents the perspective, experiences, and influences of an individual as a single entity and in consequence, the individual will always contain this image in the group under study. Differences across disciplines The ethnographic method is used across a range of different disciplines, primarily by anthropologists/ethnologists but also occasionally by sociologists. Cultural studies, occupational therapy, economics, social work, education, design, psychology, computer science, human factors and ergonomics, ethnomusicology, folkloristics, religious studies, geography, history, linguistics, communication studies, performance studies, advertising, accounting research, nursing, urban planning, usability, political science, social movement, and criminology are other fields which have made use of ethnography. Cultural anthropology and social anthropology were developed around ethnographic research and their canonical texts, which are mostly ethnographies: e.g. Argonauts of the Western Pacific (1922) by Bronisław Malinowski, Ethnologische Excursion in Johore (1875) by Nicholas Miklouho-Maclay, Coming of Age in Samoa (1928) by Margaret Mead, The Nuer (1940) by E. E. Evans-Pritchard, Naven (1936, 1958) by Gregory Bateson, or "The Lele of the Kasai" (1963) by Mary Douglas. Cultural and social anthropologists today place a high value on doing ethnographic research. The typical ethnography is a document written about a particular people, almost always based at least in part on emic views of where the culture begins and ends. Using language or community boundaries to bound the ethnography is common. Ethnographies are also sometimes called "case studies". Ethnographers study and interpret culture, its universalities, and its variations through the ethnographic study based on fieldwork. An ethnography is a specific kind of written observational science which provides an account of a particular culture, society, or community. The fieldwork usually involves spending a year or more in another society, living with the local people and learning about their ways of life. Ruth Fulton Benedict uses examples of Enthrotyhy in her serious of field work that began in 1922 of Serrano, of the Zuni in 1924, the Cochiti in 1925 and the Pina in 1926. All being people she wished to study for her anthropological data. Benedict's experiences with the Southwest Zuni pueblo is to be considered the basis of her formative fieldwork. The experience set the idea for her to produce her theory of "culture is personality writ large" (modell, 1988). By studying the culture between the different Pueblo and Plain Indians, She discovered the culture isomorphism that would be considered her personalized unique approach to the study of anthropology using ethnographic techniques. A typical ethnography attempts to be holistic and typically follows an outline to include a brief history of the culture in question, an analysis of the physical geography or terrain inhabited by the people under study, including climate, and often including what biological anthropologists call habitat. Folk notions of botany and zoology are presented as ethnobotany and ethno-zoology alongside references from the formal sciences. Material culture, technology, and means of subsistence are usually treated next, as they are typically bound up in physical geography and include descriptions of infrastructure. Kinship and social structure (including age grading, peer groups, gender, voluntary associations, clans, moieties, and so forth, if they exist) are typically included. Languages spoken, dialects, and the history of language change are another group of standard topics. Practices of child rearing, acculturation, and emic views on personality and values usually follow after sections on social structure. Rites, rituals, and other evidence of religion have long been an interest and are sometimes central to ethnographies, especially when conducted in public where visiting anthropologists can see them. As ethnography developed, anthropologists grew more interested in less tangible aspects of culture, such as values, worldview and what Clifford Geertz termed the "ethos" of the culture. In his fieldwork, Geertz used elements of a phenomenological approach, tracing not just the doings of people, but the cultural elements themselves. For example, if within a group of people, winking was a communicative gesture, he sought to first determine what kinds of things a wink might mean (it might mean several things). Then, he sought to determine in what contexts winks were used, and whether, as one moved about a region, winks remained meaningful in the same way. In this way, cultural boundaries of communication could be explored, as opposed to using linguistic boundaries or notions about the residence. Geertz, while still following something of a traditional ethnographic outline, moved outside that outline to talk about "webs" instead of "outlines" of culture. Within cultural anthropology, there are several subgenres of ethnography. Beginning in the 1950s and early 1960s, anthropologists began writing "bio-confessional" ethnographies that intentionally exposed the nature of ethnographic research. Famous examples include Tristes Tropiques (1955) by Lévi-Strauss, The High Valley by Kenneth Read, and The Savage and the Innocent by David Maybury-Lewis, as well as the mildly fictionalized Return to Laughter by Elenore Smith Bowen (Laura Bohannan). Later "reflexive" ethnographies refined the technique to translate cultural differences by representing their effects on the ethnographer. Famous examples include Deep Play: Notes on a Balinese Cockfight by Clifford Geertz, Reflections on Fieldwork in Morocco by Paul Rabinow, The Headman and I by Jean-Paul Dumont, and Tuhami by Vincent Crapanzano. In the 1980s, the rhetoric of ethnography was subjected to intense scrutiny within the discipline, under the general influence of literary theory and post-colonial/post-structuralist thought. "Experimental" ethnographies that reveal the ferment of the discipline include Shamanism, Colonialism, and the Wild Man by Michael Taussig, Debating Muslims by Michael F. J. Fischer and Mehdi Abedi, A Space on the Side of the Road by Kathleen Stewart, and Advocacy after Bhopal by Kim Fortun. This critical turn in sociocultural anthropology during the mid-1980s can be traced to the influence of the now classic (and often contested) text, Writing Culture: The Poetics and Politics of Ethnography, (1986) edited by James Clifford and George Marcus. Writing Culture helped bring changes to both anthropology and ethnography often described in terms of being 'postmodern,' 'reflexive,' 'literary,' 'deconstructive,' or 'poststructural' in nature, in that the text helped to highlight the various epistemic and political predicaments that many practitioners saw as plaguing ethnographic representations and practices. Where Geertz's and Turner's interpretive anthropology recognized subjects as creative actors who constructed their sociocultural worlds out of symbols, postmodernists attempted to draw attention to the privileged status of the ethnographers themselves. That is, the ethnographer cannot escape the personal viewpoint in creating an ethnographic account, thus making any claims of objective neutrality highly problematic, if not altogether impossible. In regards to this last point, Writing Culture became a focal point for looking at how ethnographers could describe different cultures and societies without denying the subjectivity of those individuals and groups being studied while simultaneously doing so without laying claim to absolute knowledge and objective authority. Along with the development of experimental forms such as 'dialogic anthropology,' 'narrative ethnography,' and 'literary ethnography', Writing Culture helped to encourage the development of 'collaborative ethnography.' This exploration of the relationship between writer, audience, and subject has become a central tenet of contemporary anthropological and ethnographic practice. In certain instances, active collaboration between the researcher(s) and subject(s) has helped blend the practice of collaboration in ethnographic fieldwork with the process of creating the ethnographic product resulting from the research. 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias Sociology is another field which prominently features ethnographies. Urban sociology, Atlanta University (now Clark-Atlanta University), and the Chicago School, in particular, are associated with ethnographic research, with some well-known early examples being The Philadelphia Negro (1899) by W. E. B. Du Bois, Street Corner Society by William Foote Whyte and Black Metropolis by St. Clair Drake and Horace R. Cayton, Jr. Well-known is Jaber F. Gubrium's pioneering ethnography on the experiences of a nursing home, Living and Dying at Murray Manor. Major influences on this development were anthropologist Lloyd Warner, on the Chicago sociology faculty, and to Robert Park's experience as a journalist. Symbolic interactionism developed from the same tradition and yielded such sociological ethnographies as Shared Fantasy by Gary Alan Fine, which documents the early history of fantasy role-playing games. Other important ethnographies in sociology include Pierre Bourdieu's work in Algeria and France. Jaber F. Gubrium's series of organizational ethnographies focused on the everyday practices of illness, care, and recovery are notable. They include Living and Dying at Murray Manor, which describes the social worlds of a nursing home; Describing Care: Image and Practice in Rehabilitation, which documents the social organization of patient subjectivity in a physical rehabilitation hospital; Caretakers: Treating Emotionally Disturbed Children, which features the social construction of behavioral disorders in children; and Oldtimers and Alzheimer's: The Descriptive Organization of Senility, which describes how the Alzheimer's disease movement constructed a new subjectivity of senile dementia and how that is organized in a geriatric hospital. Another approach to ethnography in sociology comes in the form of institutional ethnography, developed by Dorothy E. Smith for studying the social relations which structure people's everyday lives. Other notable ethnographies include Paul Willis's Learning to Labour, on working class youth; the work of Elijah Anderson, Mitchell Duneier, and Loïc Wacquant on black America, and Lai Olurode's Glimpses of Madrasa From Africa. But even though many sub-fields and theoretical perspectives within sociology use ethnographic methods, ethnography is not the sine qua non of the discipline, as it is in cultural anthropology. Beginning in the 1960s and 1970s, ethnographic research methods began to be widely used by communication scholars. As the purpose of ethnography is to describe and interpret the shared and learned patterns of values, behaviors, beliefs, and language of a culture-sharing group, Harris, (1968), also Agar (1980) note that ethnography is both a process and an outcome of the research. Studies such as Gerry Philipsen's analysis of cultural communication strategies in a blue-collar, working-class neighborhood on the south side of Chicago, Speaking 'Like a Man' in Teamsterville, paved the way for the expansion of ethnographic research in the study of communication. Scholars of communication studies use ethnographic research methods to analyze communicative behaviors and phenomena. This is often characterized in the writing as attempts to understand taken-for-granted routines by which working definitions are socially produced. Ethnography as a method is a storied, careful, and systematic examination of the reality-generating mechanisms of everyday life (Coulon, 1995). Ethnographic work in communication studies seeks to explain "how" ordinary methods/practices/performances construct the ordinary actions used by ordinary people in the accomplishments of their identities. This often gives the perception of trying to answer the "why" and "how come" questions of human communication. Often this type of research results in a case study or field study such as an analysis of speech patterns at a protest rally, or the way firemen communicate during "down time" at a fire station. Like anthropology scholars, communication scholars often immerse themselves, and participate in and/or directly observe the particular social group being studied. The American anthropologist George Spindler was a pioneer in applying the ethnographic methodology to the classroom. Anthropologists such as Daniel Miller and Mary Douglas have used ethnographic data to answer academic questions about consumers and consumption. In this sense, Tony Salvador, Genevieve Bell, and Ken Anderson describe design ethnography as being "a way of understanding the particulars of daily life in such a way as to increase the success probability of a new product or service or, more appropriately, to reduce the probability of failure specifically due to a lack of understanding of the basic behaviors and frameworks of consumers." Sociologist Sam Ladner argues in her book, that understanding consumers and their desires requires a shift in "standpoint", one that only ethnography provides. The results are products and services that respond to consumers' unmet needs. Businesses, too, have found ethnographers helpful for understanding how people use products and services. By assessing user experience in a "natural" setting, ethnology yields insights into the practical applications of a product or service. It is one of the best ways to identify areas of friction and improve overall user experience. Sam Ladner's 2014 book Practical Ethnography: A Guide to Doing Ethnography in the Private Sector provides an overview of how this research method can be used outside of academia, emphasizing the value of ethnography in providing new insights by conducting research in context, and by providing an "emic" position since ethnographers take the participants' point of view (and not just that of the business.) Companies make increasing use of ethnographic methods to understand consumers and consumption, or for new product development (such as video ethnography). The Ethnographic Praxis in Industry (EPIC) conference is evidence of this. Ethnographers' systematic and holistic approach to real-life experience is valued by product developers, who use the method to understand unstated desires or cultural practices that surround products. Where focus groups fail to inform marketers about what people really do, ethnography links what people say to what they do—avoiding the pitfalls that come from relying only on self-reported, focus-group data. The ethnographic methodology is not usually evaluated in terms of philosophical standpoint (such as positivism and emotionalism). Ethnographic studies need to be evaluated in some manner. No consensus has been developed on evaluation standards, but Richardson (2000, p. 254) provides five criteria that ethnographers might find helpful. Jaber F. Gubrium and James A. Holstein's (1997) monograph, The New Language of Qualitative Method, discusses forms of ethnography in terms of their "methods talk". Ethics Gary Alan Fine argues that the nature of ethnographic inquiry demands that researchers deviate from formal and idealistic rules or ethics that have come to be widely accepted in qualitative and quantitative approaches in research. Many of these ethical assumptions are rooted in positivist and post-positivist epistemologies that have adapted over time but are apparent and must be accounted for in all research paradigms. These ethical dilemmas are evident throughout the entire process of conducting ethnographies, including the design, implementation, and reporting of an ethnographic study. Essentially, Fine maintains that researchers are typically not as ethical as they claim or assume to be — and that "each job includes ways of doing things that would be inappropriate for others to know". Fine is not necessarily casting blame at ethnographic researchers but tries to show that researchers often make idealized ethical claims and standards which are inherently based on partial truths and self-deceptions. Fine also acknowledges that many of these partial truths and self-deceptions are unavoidable. He maintains that "illusions" are essential to maintain an occupational reputation and avoid potentially more caustic consequences. He claims, "Ethnographers cannot help but lie, but in lying, we reveal truths that escape those who are not so bold". Based on these assertions, Fine establishes three conceptual clusters in which ethnographic ethical dilemmas can be situated: "Classic Virtues", "Technical Skills", and "Ethnographic Self". Much debate surrounding the issue of ethics arose following revelations about how the ethnographer Napoleon Chagnon conducted his ethnographic fieldwork with the Yanomani people of South America. While there is no international standard on Ethnographic Ethics, many western anthropologists look to the American Anthropological Association for guidance when conducting ethnographic work. In 2009, the Association adopted a code of ethics, stating: Anthropologists have "moral obligations as members of other groups, such as the family, religion, and community, as well as the profession". The code of ethics notes that anthropologists are part of a wider scholarly and political network, as well as human and natural environment, which needs to be reported on respectfully. The code of ethics recognizes that sometimes very close and personal relationship can sometimes develop from doing ethnographic work. The Association acknowledges that the code is limited in scope; ethnographic work can sometimes be multidisciplinary, and anthropologists need to be familiar with ethics and perspectives of other disciplines as well. The eight-page code of ethics outlines ethical considerations for those conducting Research, Teaching, Application and Dissemination of Results, which are briefly outlined below. The following are commonly misconceived conceptions of ethnographers: According to Norman K. Denzin, ethnographers should consider the following seven principles when observing, recording, and sampling data:[citation needed] Forms Autoethnography is a form of ethnographic research in which a researcher connects personal experiences to wider cultural, political, and social meanings and understandings. According to Adams et al., autoethnography Bochner and Ellis have also defined autoethnography as "an autobiographical genre of writing and research that displays multiple layers of consciousness, connecting the personal to the cultural.": 65 They further indicate that autoethnography is typically written in first-person and can "appear in a variety of forms," such as "short stories, poetry, fiction, novels, photographic essays, personal essays, journals, fragmented and layered writing, and social science prose.": 65 The genealogical method investigates links of kinship determined by marriage and descent. The method owes its origin from the book of British ethnographer W. H. R. Rivers titled "Kinship and Social Organisation" in 1911. Genealogy or kinship commonly plays a crucial role in the structure of non-industrial societies, determining both social relations and group relationship to the past. Marriage, for example, is frequently pivotal in determining military alliances between villages, clans or ethnic groups. In the field of epistemology the term is used to characterize the philosophical method employed by such writers as Friedrich Nietzsche and Michel Foucault. Digital ethnography is also seen as virtual ethnography. This type of ethnography is not so typical as ethnography recorded by pen and pencil. Digital ethnography allows for a lot more opportunities to look at different cultures and societies. Traditional ethnography may use videos or images, but digital ethnography goes more in-depth. For example, digital ethnographers would use social media platforms such as Twitter or blogs so that people's interactions and behaviors can be studied. Modern developments in computing power and AI have enabled higher efficiencies in ethnographic data collection via multimedia and computational analysis using machine learning to corroborate many data sources together to produce a refined output for various purposes. A modern example of this technology in application, is the use of captured audio in smart devices, transcribed to issue targeted adverts (often reconciled vs other metadata, or product development data for designers. Digital ethnography comes with its own set of ethical questions, and the Association of Internet Researchers' ethical guidelines are frequently used. Gabriele de Seta's paper "Three Lies of Digital Ethnography" explores some of the methodological questions more central to a specific ethnographic approach to internet studies, drawing upon Fine's classic text. Multispecies ethnography in particular focuses on both nonhuman and human participants within a group or culture, as opposed to just human participants in traditional ethnography. A multispecies ethnography, in comparison to other forms of ethnography, studies species that are connected to people and our social lives. Species affect and are affected by culture, economics, and politics. The study's roots go back to general anthropology of animals. One of the earliest well-known studies was Lewis Henry Morgan's The American Beaver and His Works (1868). His study closely observed a group of beavers in Northern Michigan. Morgan's main objective was to highlight that the daily individual tasks that the beavers performed were complex communicative acts that had been passed down for generations. In the early 2000s multi-species ethnography took on a huge increase in popularity. The annual meetings of the American Anthropological Association began to host the Multispecies Salon, a collection of discussions, showcases, and other events for anthropologists. The event provided a space for anthropologists and artists to come together and showcase vast knowledge of different organisms and their intertwined systems. Multispecies ethnography highlights a lot of the negative effects of these shared environments and systems. Not only does multispecies ethnography observe the physical relationships between organisms, it also takes note of the emotional and psychological relationships built between species. Most ethnographies are conducted in particular settings where the researcher can witness events or behaviors relevant to the study’s focusRelational Ethnography articulates studying fields rather than places or processes rather than processed people. Meaning that relational ethnography doesn't take an object nor a bounded group that is defined by its members shared social features nor a specific location that is delimited by the boundaries of a particular area. But rather the processes involving configurations of relations among different agents or institutions. For instance, such places could be created through an interconnection between the place at hand and the people that live within it and continuously re-create meaning by sharing and changing historic narratives of this place. Applying this form of ethnography to land and landscape, Munira Khayyat suggests that this approach can also help to refocus previous versions of histories, for example the stories of soldiers and their reception in their homes, to those that have been impacted by the wars on the ground (e.g., civilians in Southern Lebanon). Notable ethnographers • Abu Abd al-Rahman ibn Aqil al-Zahiri See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Middle_East#ref_israel] | [TOKENS: 6152]
Contents Middle East The Middle East[b] is a geopolitical region encompassing the Arabian Peninsula, Egypt, Iran, Iraq, the Levant, and Turkey. The term came into widespread usage by Western European nations in the early 20th century as a replacement of the term Near East (both were in contrast to the Far East). The term "Middle East" has led to some confusion over its changing definitions. Since the late 20th century, it has been criticized as being too Eurocentric. The region includes the vast majority of the territories included in the closely associated definition of West Asia, but without the South Caucasus. It also includes all of Egypt (not just the Sinai region) and all of Turkey (including East Thrace). Most Middle Eastern countries (13 out of 18) are part of the Arab world. The three most populous countries in the region are Egypt, Iran, and Turkey, while Saudi Arabia is the largest Middle Eastern country by area. The history of the Middle East dates back to ancient times, and it was long considered the "cradle of civilization". The geopolitical importance of the region has been recognized and competed for during millennia. The Abrahamic religions (Judaism, Christianity, and Islam) have their origins in the Middle East. Arabs constitute the main ethnic group in the region, followed by Turks, Persians, Kurds, Jews, and Assyrians. The Middle East generally has a hot, arid climate, especially in the Arabian and Egyptian regions. Several major rivers provide irrigation to support agriculture in limited areas here, such as the Nile Delta in Egypt, the Tigris and Euphrates watersheds of Mesopotamia, and the basin of the Jordan River that spans most of the Levant. These regions are collectively known as the Fertile Crescent, and comprise the core of what historians had long referred to as the cradle of civilization; multiple regions of the world have since been classified as also having developed independent, original civilizations. Conversely, the Levantine coast and most of Turkey have relatively temperate climates typical of the Mediterranean, with dry summers and cool, wet winters. Most of the countries that border the Persian Gulf have vast reserves of petroleum. Monarchs of the Arabian Peninsula in particular have benefitted economically from petroleum exports. Because of the arid climate and dependence on the fossil fuel industry, the Middle East is both a major contributor to climate change and a region that is expected to be severely adversely affected by it. Other concepts of the region exist, including the broader Middle East and North Africa (MENA), which includes states of the Maghreb and the Sudan. The term the "Greater Middle East" also includes Afghanistan, Mauritania, Pakistan, as well as parts of East Africa, and sometimes Central Asia and the South Caucasus. Terminology The term "Middle East" may have originated in the 1850s in the British India Office. However, it became more widely known when United States naval strategist Alfred Thayer Mahan used the term in 1902 to "designate the area between Arabia and India". During this time the British and Russian empires were vying for influence in Central Asia, a rivalry that would become known as the Great Game. Mahan realized not only the strategic importance of the region, but also of its center, the Persian Gulf. He labeled the area surrounding the Persian Gulf as the Middle East. He said that, beyond Egypt's Suez Canal, the Gulf was the most important passage for Britain to control in order to keep the Russians from advancing towards British India. Mahan first used the term in his article "The Persian Gulf and International Relations", published in September 1902 in the National Review, a British journal. The Middle East, if I may adopt a term which I have not seen, will some day need its Malta, as well as its Gibraltar; it does not follow that either will be in the Persian Gulf. Naval force has the quality of mobility which carries with it the privilege of temporary absences; but it needs to find on every scene of operation established bases of refit, of supply, and in case of disaster, of security. The British Navy should have the facility to concentrate in force if occasion arise, about Aden, India, and the Persian Gulf. Mahan's article was reprinted in The Times and followed in October by a 20-article series entitled "The Middle Eastern Question", written by Sir Ignatius Valentine Chirol. During this series, Sir Ignatius expanded the definition of Middle East to include "those regions of Asia which extend to the borders of India or command the approaches to India." After the series ended in 1903, The Times removed quotation marks from subsequent uses of the term. Until World War II, it was customary to refer to areas centered on Turkey and the eastern shore of the Mediterranean as the "Near East", while the "Far East" centered on China, India and Japan. The Middle East was then defined as the area from Mesopotamia to Burma; namely, the area between the Near East and the Far East. This area broadly corresponds to South Asia. In the late 1930s, the British established the Middle East Command, which was based in Cairo, for its military forces in the region. After that time, the term "Middle East" gained broader usage in Europe and the United States. Following World War II, for example, the Middle East Institute was founded in Washington, D.C. in 1946. The corresponding adjective is Middle Eastern and the derived noun is Middle Easterner. While non-Eurocentric terms such as "Southwest Asia" or "Swasia" have been sparsely used, the classification of the African country, Egypt, among those counted in the Middle East challenges the usefulness of using such terms. The description Middle has also led to some confusion over changing definitions. Before the First World War, "Near East" was used in English to refer to the Balkans and the Ottoman Empire, while "Middle East" referred to the Caucasus, Persia, and Arabian lands, and sometimes Afghanistan, India and others. In contrast, "Far East" referred to the countries of East Asia (e.g. China, Japan, and Korea). With the collapse of the Ottoman Empire in 1918, "Near East" largely fell out of common use in English, while "Middle East" came to be applied to the emerging independent countries of the Islamic world. However, the usage "Near East" was retained by a variety of academic disciplines, including archaeology and ancient history. In their usage, the term describes an area identical to the term Middle East, which is not used by these disciplines (see ancient Near East).[citation needed] The first official use of the term "Middle East" by the United States government was in the 1957 Eisenhower Doctrine, which pertained to the Suez Crisis. Secretary of State John Foster Dulles defined the Middle East as "the area lying between and including Libya on the west and Pakistan on the east, Syria and Iraq on the North and the Arabian peninsula to the south, plus the Sudan and Ethiopia." In 1958, the State Department explained that the terms "Near East" and "Middle East" were interchangeable, and defined the region as including only Egypt, Syria, Israel, Lebanon, Jordan, Iraq, Saudi Arabia, Kuwait, Bahrain, and Qatar. Since the late 20th century, scholars and journalists from the region, such as journalist Louay Khraish and historian Hassan Hanafi have criticized the use of "Middle East" as a Eurocentric and colonialist term. The Associated Press Stylebook of 2004 says that Near East formerly referred to the farther west countries while Middle East referred to the eastern ones, but that now they are synonymous. It instructs: Use Middle East unless Near East is used by a source in a story. Mideast is also acceptable, but Middle East is preferred. European languages have adopted terms similar to Near East and Middle East. Since these are based on a relative description, the meanings depend on the country and are generally different from the English terms. In German the term Naher Osten (Near East) is still in common use (nowadays the term Mittlerer Osten is more and more common in press texts translated from English sources, albeit having a distinct meaning). In the four Slavic languages, Russian Ближний Восток or Blizhniy Vostok, Bulgarian Близкия Изток, Polish Bliski Wschód or Croatian Bliski istok (terms meaning Near East are the only appropriate ones for the region). However, some European languages do have "Middle East" equivalents, such as French Moyen-Orient, Swedish Mellanöstern, Spanish Oriente Medio or Medio Oriente, Greek is Μέση Ανατολή (Mesi Anatoli), and Italian Medio Oriente.[c] Perhaps because of the political influence of the United States and Europe, and the prominence of Western press, the Arabic equivalent of Middle East (Arabic: الشرق الأوسط ash-Sharq al-Awsaṭ) has become standard usage in the mainstream Arabic press. It comprises the same meaning as the term "Middle East" in North American and Western European usage. The designation, Mashriq, also from the Arabic root for East, also denotes a variously defined region around the Levant, the eastern part of the Arabic-speaking world (as opposed to the Maghreb, the western part). Even though the term originated in the West, countries of the Middle East that use languages other than Arabic also use that term in translation. For instance, the Persian equivalent for Middle East is خاورمیانه (Khāvar-e miyāneh), the Hebrew is המזרח התיכון (hamizrach hatikhon), and the Turkish is Orta Doğu. Countries and territory Traditionally included within the Middle East are Arabia, Asia Minor, East Thrace, Egypt, Iran, the Levant, Mesopotamia, and the Socotra Archipelago. The region includes 17 UN-recognized countries and one British Overseas Territory. Various concepts are often paralleled to the Middle East, most notably the Near East, Fertile Crescent, and Levant. These are geographical concepts, which refer to large sections of the modern-day Middle East, with the Near East being the closest to the Middle East in its geographical meaning. Due to it primarily being Arabic speaking, the Maghreb region of North Africa is sometimes included. "Greater Middle East" is a political term coined by the second Bush administration in the first decade of the 21st century to denote various countries, pertaining to the Muslim world, specifically Afghanistan, Iran, Pakistan, and Turkey. Various Central Asian countries are sometimes also included. History The Middle East lies at the juncture of Africa and Eurasia and of the Indian Ocean and the Mediterranean Sea (see also: Indo-Mediterranean). It is the birthplace and spiritual center of religions such as Christianity, Islam, Judaism, Manichaeism, Yezidi, Druze, Yarsan, and Mandeanism, and in Iran, Mithraism, Zoroastrianism, Manicheanism, and the Baháʼí Faith. Throughout its history the Middle East has been a major center of world affairs; a strategically, economically, politically, culturally, and religiously sensitive area. The region is one of the regions where agriculture was independently discovered, and from the Middle East it was spread, during the Neolithic, to different regions of the world such as Europe, the Indus Valley and Eastern Africa. Prior to the formation of civilizations, advanced cultures formed all over the Middle East during the Stone Age. The search for agricultural lands by agriculturalists, and pastoral lands by herdsmen meant different migrations took place within the region and shaped its ethnic and demographic makeup. The Middle East is widely and most famously known as the cradle of civilization. The world's earliest civilizations, Mesopotamia (Sumer, Akkad, Assyria and Babylonia), ancient Egypt and Kish in the Levant, all originated in the Fertile Crescent and Nile Valley regions of the ancient Near East. These were followed by the Hittite, Greek, Hurrian and Urartian civilisations of Asia Minor; Elam, Persia and Median civilizations in Iran, as well as the civilizations of the Levant (such as Ebla, Mari, Nagar, Ugarit, Canaan, Aramea, Mitanni, Phoenicia and Israel) and the Arabian Peninsula (Magan, Sheba, Ubar). The Near East was first largely unified under the Neo Assyrian Empire, then the Achaemenid Empire followed later by the Macedonian Empire and after this to some degree by the Iranian empires (namely the Parthian and Sassanid Empires), the Roman Empire and Byzantine Empire. The region served as the intellectual and economic center of the Roman Empire and played an exceptionally important role due to its periphery on the Sassanid Empire. Thus, the Romans stationed up to five or six of their legions in the region for the sole purpose of defending it from Sassanid and Bedouin raids and invasions. From the 4th century CE onwards, the Middle East became the center of the two main powers at the time, the Byzantine Empire and the Sassanid Empire. However, it would be the later Islamic Caliphates of the Middle Ages, or Islamic Golden Age which began with the Islamic conquest of the region in the 7th century AD, that would first unify the entire Middle East as a distinct region and create the dominant Islamic Arab ethnic identity that largely (but not exclusively) persists today. The 4 caliphates that dominated the Middle East for more than 600 years were the Rashidun Caliphate, the Umayyad caliphate, the Abbasid caliphate and the Fatimid caliphate. Additionally, the Mongols would come to dominate the region, the Kingdom of Armenia would incorporate parts of the region to their domain, the Seljuks would rule the region and spread Turko-Persian culture, and the Franks would found the Crusader states that would stand for roughly two centuries. Josiah Russell estimates the population of what he calls "Islamic territory" as roughly 12.5 million in 1000 – Anatolia 8 million, Syria 2 million, and Egypt 1.5 million. From the 16th century onward, the Middle East came to be dominated, once again, by two main powers: the Ottoman Empire and the Safavid dynasty. The modern Middle East began after World War I, when the Ottoman Empire, which was allied with the Central Powers, was defeated by the Allies and partitioned into a number of separate nations, initially under British and French Mandates. Other defining events in this transformation included the establishment of Israel in 1948 and the eventual departure of European powers, notably Britain and France by the end of the 1960s. They were supplanted in some part by the rising influence of the United States from the 1970s onwards. In the 20th century, the region's significant stocks of crude oil gave it new strategic and economic importance. Mass production of oil began around 1945, with Saudi Arabia, Iran, Kuwait, Iraq, and the United Arab Emirates having large quantities of oil. Estimated oil reserves, especially in Saudi Arabia and Iran, are some of the highest in the world, and the international oil cartel OPEC is dominated by Middle Eastern countries. During the Cold War, the Middle East was a theater of ideological struggle between the two superpowers and their allies: NATO and the United States on one side, and the Soviet Union and Warsaw Pact on the other, as they competed to influence regional allies. Besides the political reasons there was also the "ideological conflict" between the two systems. Moreover, as Louise Fawcett argues, among many important areas of contention, or perhaps more accurately of anxiety, were, first, the desires of the superpowers to gain strategic advantage in the region, second, the fact that the region contained some two-thirds of the world's oil reserves in a context where oil was becoming increasingly vital to the economy of the Western world [...] Within this contextual framework, the United States sought to divert the Arab world from Soviet influence. Throughout the 20th and 21st centuries, the region has experienced both periods of relative peace and tolerance and periods of conflict particularly between Sunnis and Shiites. Geography In 2018, the MENA region emitted 3.2 billion tonnes of carbon dioxide and produced 8.7% of global greenhouse gas emissions (GHG) despite making up only 6% of the global population. These emissions are mostly from the energy sector, an integral component of many Middle Eastern and North African economies due to the extensive oil and natural gas reserves that are found within the region. The Middle East region is one of the most vulnerable to climate change. The impacts include increase in drought conditions, aridity, heatwaves and sea level rise. Sharp global temperature and sea level changes, shifting precipitation patterns and increased frequency of extreme weather events are some of the main impacts of climate change as identified by the Intergovernmental Panel on Climate Change (IPCC). The MENA region is especially vulnerable to such impacts due to its arid and semi-arid environment, facing climatic challenges such as low rainfall, high temperatures and dry soil. The climatic conditions that foster such challenges for MENA are projected by the IPCC to worsen throughout the 21st century. If greenhouse gas emissions are not significantly reduced, part of the MENA region risks becoming uninhabitable before the year 2100. Climate change is expected to put significant strain on already scarce water and agricultural resources within the MENA region, threatening the national security and political stability of all included countries. Over 60 percent of the region's population lives in high and very high water-stressed areas compared to the global average of 35 percent. This has prompted some MENA countries to engage with the issue of climate change on an international level through environmental accords such as the Paris Agreement. Law and policy are also being established on a national level amongst MENA countries, with a focus on the development of renewable energies. Economy Middle Eastern economies range from being very poor (such as Gaza and Yemen) to extremely wealthy nations (such as Qatar and UAE). According to the International Monetary Fund, the three largest Middle Eastern economies in nominal GDP in 2023 were Saudi Arabia ($1.06 trillion), Turkey ($1.03 trillion), and Israel ($0.54 trillion). For nominal GDP per person, the highest ranking countries are Qatar ($83,891), Israel ($55,535), the United Arab Emirates ($49,451) and Cyprus ($33,807). Turkey ($3.6 trillion), Saudi Arabia ($2.3 trillion), and Iran ($1.7 trillion) had the largest economies in terms of GDP PPP. For GDP PPP per person, the highest-ranking countries are Qatar ($124,834), the United Arab Emirates ($88,221), Saudi Arabia ($64,836), Bahrain ($60,596) and Israel ($54,997). The lowest-ranking country in the Middle East, in terms of GDP nominal per capita, is Yemen ($573). The economic structure of Middle Eastern nations are different because while some are heavily dependent on export of only oil and oil-related products (Saudi Arabia, the UAE and Kuwait), others have a highly diverse economic base (such as Cyprus, Israel, Turkey and Egypt). Industries of the Middle Eastern region include oil and oil-related products, agriculture, cotton, cattle, dairy, textiles, leather products, surgical instruments, defence equipment (guns, ammunition, tanks, submarines, fighter jets, UAVs, and missiles). Banking is an important sector, especially for UAE and Bahrain. With the exception of Cyprus, Turkey, Egypt, Lebanon and Israel, tourism has been a relatively undeveloped area of the economy, in part because of the socially conservative nature of the region as well as political turmoil in certain regions. Since the end of the COVID pandemic however, countries such as the UAE, Bahrain, and Jordan have begun attracting greater numbers of tourists because of improving tourist facilities and the relaxing of tourism-related restrictive policies. Unemployment is high in the Middle East and North Africa region, particularly among people aged 15–29, a demographic representing 30% of the region's population. The total regional unemployment rate in 2025 is 10.8%, and among youth is as high as 28%. Demographics Arabs constitute the largest ethnic group in the Middle East, followed by various Iranian peoples and then by Turkic peoples (Turkish, Azeris, Syrian Turkmen, and Iraqi Turkmen). Native ethnic groups of the region include, in addition to Arabs, Arameans, Assyrians, Baloch, Berbers, Copts, Druze, Greek Cypriots, Jews, Kurds, Lurs, Mandaeans, Persians, Samaritans, Shabaks, Tats, and Zazas. European ethnic groups that form a diaspora in the region include Albanians, Bosniaks, Circassians (including Kabardians), Crimean Tatars, Greeks, Franco-Levantines, Italo-Levantines, and Iraqi Turkmens. Among other migrant populations are Chinese, Filipinos, Indians, Indonesians, Pakistanis, Pashtuns, Romani, and Afro-Arabs. "Migration has always provided an important vent for labor market pressures in the Middle East. For the period between the 1970s and 1990s, the Arab states of the Persian Gulf in particular provided a rich source of employment for workers from Egypt, Yemen and the countries of the Levant, while Europe had attracted young workers from North African countries due both to proximity and the legacy of colonial ties between France and the majority of North African states." According to the International Organization for Migration, there are 13 million first-generation migrants from Arab nations in the world, of which 5.8 reside in other Arab countries. Expatriates from Arab countries contribute to the circulation of financial and human capital in the region and thus significantly promote regional development. In 2009 Arab countries received a total of US$35.1 billion in remittance in-flows and remittances sent to Jordan, Egypt and Lebanon from other Arab countries are 40 to 190 per cent higher than trade revenues between these and other Arab countries. In Somalia, the Somali Civil War has greatly increased the size of the Somali diaspora, as many of the best educated Somalis left for Middle Eastern countries as well as Europe and North America. Non-Arab Middle Eastern countries such as Turkey, Israel and Iran are also subject to important migration dynamics. A fair proportion of those migrating from Arab nations are from ethnic and religious minorities facing persecution and are not necessarily ethnic Arabs, Iranians or Turks.[citation needed] Large numbers of Kurds, Jews, Assyrians, Greeks and Armenians as well as many Mandeans have left nations such as Iraq, Iran, Syria and Turkey for these reasons during the last century. In Iran, many religious minorities such as Christians, Baháʼís, Jews and Zoroastrians have left since the Islamic Revolution of 1979. The Middle East is very diverse when it comes to religions, many of which originated there. Islam is the largest religion in the Middle East, but other faiths that originated there, such as Judaism and Christianity, are also well represented. Christian communities have played a vital role in the Middle East, and they represent 78% of Cyprus population, and 40.5% of Lebanon, where the Lebanese president, half of the cabinet, and half of the parliament follow one of the various Lebanese Christian rites. There are also important minority religions like the Baháʼí Faith, Yarsanism, Yazidism, Zoroastrianism, Mandaeism, Druze, and Shabakism, and in ancient times the region was home to Mesopotamian religions, Canaanite religions, Manichaeism, Mithraism and various monotheist gnostic sects. The six top languages, in terms of numbers of speakers, are Arabic, Persian, Turkish, Kurdish, Modern Hebrew and Greek. About 20 minority languages are also spoken in the Middle East. Arabic, with all its dialects, is the most widely spoken language in the Middle East, with Literary Arabic being official in all North African and in most West Asian countries. Arabic dialects are also spoken in some adjacent areas in neighbouring Middle Eastern non-Arab countries. It is a member of the Semitic branch of the Afro-Asiatic languages. Several Modern South Arabian languages such as Mehri and Soqotri are also spoken in Yemen and Oman. Another Semitic language is Aramaic and its dialects are spoken mainly by Assyrians and Mandaeans, with Western Aramaic still spoken in two villages near Damascus, Syria. There is also an Oasis Berber-speaking community in Egypt where the language is also known as Siwa. It is a non-Semitic Afro-Asiatic sister language. Persian is the second most spoken language. While it is primarily spoken in Iran and some border areas in neighbouring countries, the country is one of the region's largest and most populous. It belongs to the Indo-Iranian branch of the family of Indo-European languages. Other Western Iranic languages spoken in the region include Achomi, Daylami, Kurdish dialects, Semmani, Lurish, amongst many others. The close third-most widely spoken language, Turkish, is largely confined to Turkey, which is also one of the region's largest and most populous countries, but it is present in areas in neighboring countries. It is a member of the Turkic languages, which have their origins in East Asia. Another Turkic language, Azerbaijani, is spoken by Azerbaijanis in Iran. The fourth-most widely spoken language, Kurdish, is spoken in the countries of Iran, Iraq, Syria and Turkey, Sorani Kurdish is the second official language in Iraq (instated after the 2005 constitution) after Arabic. Hebrew is the official language of Israel, with Arabic given a special status after the 2018 Basic law lowered its status from an official language prior to 2018. Hebrew is spoken and used by over 80% of Israel's population, the other 20% using Arabic. Modern Hebrew only began being spoken in the 20th century after being revived in the late 19th century by Elizer Ben-Yehuda (Elizer Perlman) and European Jewish settlers, with the first native Hebrew speaker being born in 1882. Greek is one of the two official languages of Cyprus, and the country's main language. Small communities of Greek speakers exist all around the Middle East; until the 20th century it was also widely spoken in Asia Minor (being the second most spoken language there, after Turkish) and Egypt. During the antiquity, Ancient Greek was the lingua franca for many areas of the western Middle East and until the Muslim expansion it was widely spoken there as well. Until the late 11th century, it was also the main spoken language in Asia Minor; after that it was gradually replaced by the Turkish language as the Anatolian Turks expanded and the local Greeks were assimilated, especially in the interior. English is one of the official languages of Akrotiri and Dhekelia. It is also commonly taught and used as a foreign second language, in countries such as Egypt, Jordan, Iran, Iraq, Qatar, Bahrain, United Arab Emirates and Kuwait. It is also a main language in some Emirates of the United Arab Emirates. It is also spoken as native language by Jewish immigrants from Anglophone countries (UK, US, Australia) in Israel and understood widely as second language there. French is taught and used in many government facilities and media in Lebanon, and is taught in some primary and secondary schools of Egypt and Syria. Maltese, a Semitic language mainly spoken in Europe, is used by the Franco-Maltese diaspora in Egypt. Due to widespread immigration of French Jews to Israel, it is the native language of approximately 200,000 Jews in Israel. Armenian speakers are to be found in the region. Georgian is spoken by the Georgian diaspora. Russian is spoken by a large portion of the Israeli population, because of emigration in the late 1990s. Russian today is a popular unofficial language in use in Israel; news, radio and sign boards can be found in Russian around the country after Hebrew and Arabic. Circassian is also spoken by the diaspora in the region and by almost all Circassians in Israel who speak Hebrew and English as well. The largest Romanian-speaking community in the Middle East is found in Israel, where as of 1995[update] Romanian is spoken by 5% of the population.[d] Bengali, Hindi and Urdu are widely spoken by migrant communities in many Middle Eastern countries, such as Saudi Arabia (where 20–25% of the population is South Asian), the United Arab Emirates (where 50–55% of the population is South Asian), and Qatar, which have large numbers of Pakistani, Bangladeshi and Indian immigrants. Culture The Middle East has recently become more prominent in hosting global sport events due to its wealth and desire to diversify its economy. The South Asian diaspora is a major backer of cricket in the region. See also Notes References Further reading External links 29°N 41°E / 29°N 41°E / 29; 41
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Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Quick_time_event] | [TOKENS: 2773]
Contents Quick time event In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead. The term "quick time event" is attributed to Yu Suzuki, director of the game Shenmue which used the QTE feature (then called "quick timer events") to a great degree. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment. While some uses of QTE have been considered as favorable additions to gameplay, the general use of QTE has been panned by journalists and players alike, as these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game. Mechanics QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. Games played on systems controlled with motion controllers, such as Nintendo's seventh-generation Wii and Nintendo DS, may also implement QTEs with appropriate gestures (for example, the Wii version of Tomb Raider Anniversary requires players to thrust both the Wii Remote and Nunchuk, held in each hand, forward simultaneously to evade a dangerous situation in a cutscene). The prompts are often displayed as a graphical image of the physical controller button; for example, games on PlayStation systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the DualShock controller as input for the event. Such actions are either atypical of the normal controls during the game or in a different context from their assigned functions. Whilst most prompts simply require the player to push the appropriate button in time, some may require different types of actions, such as pressing a few buttons in a certain order, repeatedly pressing a button a certain number of times within the time limit, or hitting the button with precise timing. History Although the origin of QTE are often attributed to interactive movie laserdisc video games that showed video clips stored on a laserdisc like Dragon's Lair (Cinematronics, June 1983), Cliff Hanger (Stern, December 1983) and Road Blaster (Data East, 1985), these left little room for more advanced gameplay elements. These games had graphics on par with animated cartoons at a time when video games were composed of simple, pixelated characters. Their gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life. Compared to modern titles, games like Dragon's Lair would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE. Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter; effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue. An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games Super Don Quix-ote (Universal, 1984), Ninja Hayate (Taito, 1984), Time Gal (Taito, 1985) and Road Blaster. Die Hard Arcade (Sega, 1996), Sword of the Berserk: Guts' Rage and most notably Shenmue (Sega, 1999) for the Dreamcast introduced QTEs in the modern form of cutscene interludes in an otherwise more interactive game. Shenmue's director Yu Suzuki is credited with coining the phrase "Quick Time Event", which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player. The game's manual called them "quick timer events", but the phrase became popularized as "quick time events" since its release. Since this period, several other games on modern console and game systems have included QTEs or similar mechanics, and are not limited to the action or adventure genre. For instance, in the Wii version of the sports games 2010 FIFA World Cup South Africa, QTEs are used to save penalty shots and free kicks aimed towards the goal, or win possession of the ball after it is punted or corner-kicked. Failure to execute the quick time event in time would result in the opposing team scoring a goal or claiming possession of the ball. To improve game accessibility, action games increasingly contain options to individually disable quick time events and other design elements that contribute to a game's difficulty. Use and critical reaction QTEs have received mixed reactions from players and journalists. They can be used effectively to enhance cutscenes and other actions. The use of QTEs within Shenmue is often praised, as "they seamlessly flow from cinema to the QTE sequence without any loading pauses at all", and sections which utilized the QTE were considered "some of the most thrilling in the whole game". At the same time, they also are considered to be a weak addition to gameplay, and often force the player to repeat such sections until they complete the QTE perfectly to move on. They are often considered a "bane of action games", as their presence breaks the standard flow of the game and reduce the control of the game for the player to a few buttons, distracting, and turning interactivity into a job. Also, QTEs may frustrate the player due to the fact that they might not have any sign that they are about to happen. QTEs are often used during dramatic cutscenes. Resident Evil 4 uses QTEs (described by cinematics lead Yoshiaki Hirabayashi as an "action button system") to "facilitate a seamless transition between gameplay and the in-game movies" and prevent players from losing interest during cutscenes. One example in Resident Evil 4 is a knife fight. The fight occurs during a late-game cutscene where the protagonist meets a major villain, who explains missing links in the game's story while periodically slashing at the protagonist and requiring the player to quickly press a button to parry him. As the action takes place during the major revelation of the game, the QTE serves to prevent the player from skipping over the cutscene. While this example is considered to use QTEs effectively, punctuating the heated discussion between the characters with rapid player reactions, it also demonstrates a common failing with the mechanism, in that if the player should miss a QTE, the protagonist will be killed, and the player must restart the cutscene and the fight from the start. Because of the likelihood of player death, the phrase "Press X to not die" has become synonymous with the use of QTEs in game. Furthermore, when a QTE is used during such a scene, the player's attention is drawn away from the animation and instead to the area of the screen where the button control indicator would appear, rendering the effort put into animating the scene meaningless. Another problem with the use of QTE during cutscenes is that it can dilute the emotion and importance of the scene to a single button press, trivializing the nature of the scene. This issue was raised from Call of Duty: Advanced Warfare, in which during an early scene where the player character attends the funeral of a fallen fellow soldier, the player is given the option to press a button to mourn for the soldier. Forcing this type of interaction has been considered a poor form of storytelling, as some have argued the scene could have been played out without requiring player action to make the same form of emotional connection to the protagonist, or with the player given more control of the character. QTEs may be used to provide a limited control scheme for a scene within the game that would be otherwise difficult or impossible to perform with the game's standard controls. A second example from Shenmue II requires the player to navigate several narrow planks across a void in a disused building, every so often responding to a QTE to regain the character's balance, with each successive plank requiring more and quicker responses to QTEs. Failing to respond to the QTE leads to the character's death and requiring the player to restart the sequence. This sequence has been strongly criticized, as when the plank sequence is finished, the player is rejoined by another character who had used the elevator to bypass the floors, an option not given to the player. More recent games have used QTEs that occur more directly in gameplay and, when failed, do not end the game for the player. The God of War series uses QTEs as finishing moves: by completing the maneuver successfully, the player can defeat larger beasts or bosses, but failure to complete only leads to being tossed away, upon which the player can move back into battle to continue to fight. Often these are progressive QTE systems where the player is only partially penalized for missing the necessary commands; these often take place in boss battles. An example of this usage is from the game Ninja Blade; during a special attack by the boss, the player can attempt a series of QTEs to minimize the distance that the protagonist is pushed back down a long hallway from the boss, reducing the amount of time and damage that the character would then take in rushing the boss at the conclusion of the attack. Other positive means of incorporating the QTE is for manipulating the environment to gain a tactical edge; Gears of War 2, for example, includes one area where the player character and his non-player character squad are on a circular elevator, fending off hordes of monsters engaging them on all sides. By temporarily abandoning the battle, the player can engage the elevator through a QTE at its control panel to gain the high ground, though this gain can be nullified if the monsters engage a second control panel. More recent use of QTEs have been within cutscenes themselves where failing to perform the QTE may alter or provide more details about the game's story and affect the character later in the game, though the changes are generally minimal, essentially boiling down to a "what if?" scenario. In Mass Effect 2 and Mass Effect 3, certain cutscenes contain dramatic moments where a QTE will appear for a short moment, indicating an action that will drive the character towards either extreme of a morality scale. In one case, the player is given the opportunity to stop ruffians from firing upon a weaker character, with the QTE provided helping to boost the player towards higher moral standing. Telltale Games' The Walking Dead includes QTEs intermittently, creating tension throughout the game. Furthermore, during conversation trees with non-player characters, failure to select the next choice of topic in a limited time may affect later events in the game. This "quick time conversation" mechanic is used in other Telltale games as well. More recently, the games Fahrenheit (Indigo Prophecy in North America), Heavy Rain, and Detroit: Become Human from Quantic Dream are primarily presented as sequences of QTEs, integrating the mechanic as part of the core gameplay, and present controller actions that correlate directly with the character actions on the screen; this was emphasized further in Heavy Rain by a game patch to support the use of the PlayStation Move motion controls where the player could actually physically perform the moves that corresponded with character actions. In both games, players may miss certain QTEs, or may be given a choice of multiple QTEs they could perform; opting of which QTEs to perform would alter the story, with the possibility of character death at some later point. In Heavy Rain, for example, the player controls the fates of the game's four playable characters, leading to numerous different endings if the characters remained alive and if they had discovered critical information. Even prior to Heavy Rain's release, the game's director David Cage had to defend his vision of the game from critics that were skeptical of the reliance on QTEs within Heavy Rain and created an early stigma on the game's reception. Despite the integration, Heavy Rain was often criticized for use of QTEs in otherwise non-dramatic situations. In an early sequence in the game, the player has to control the lead character to find his son Jason in the mall, with the only available action of pressing the "X" button to shout "Jason" having no apparent effect. With the onset of newer technology to improve graphics, controls, in-game physics, and artificial intelligence, gameplay elements previously simulated through QTEs can potentially be re-implemented as core game mechanics. Road Blaster used QTEs to steer the car and ram other vehicles off the road in pre-rendered animated scenes, while a modern game like Burnout Paradise gives the player full control of the vehicle and uses its game engine to create real-time crashes with other vehicles. Similarly, Dragon's Lair 3D: Return to the Lair recreates the experience of the pre-animated scenes from Dragon's Lair as a platform game, allowing the player to react freely to the environmental traps and monsters. References
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[SOURCE: https://en.wikipedia.org/wiki/Jerusalem_Law] | [TOKENS: 1429]
Contents Jerusalem Law Jerusalem Law (Hebrew: חוֹק יְסוֹד: יְרוּשָׁלַיִם בִּירַת יִשְׂרָאֵל, Arabic: قانون القدس) is a common name of Basic Law: Jerusalem, Capital of Israel passed by the Knesset on 30 July 1980. Although the law did not use the term, the Israeli Supreme Court interpreted the law as an effective annexation of East Jerusalem. The United Nations Security Council condemned the attempted change in status to Jerusalem and ruled the law "null and void" in United Nations Security Council Resolution 478. History On 27 June 1967 just after the 6 day war, Israel expanded the municipal boundaries of West Jerusalem so as to include approximately 70 km2 (27.0 sq mi) of West Bank territory today referred to as East Jerusalem, which included Jordanian East Jerusalem ( 6 km2 (2.3 sq mi) ) and 28 villages and areas of the Bethlehem and Beit Jala municipalities 64 km2 (25 sq mi). On 30 July 1980, the Knesset officially approved the Jerusalem Law, which called the city the complete and united capital. Although it was claimed that the application of the Israeli law to East Jerusalem was not annexation, this position was rejected by the Israeli Supreme Court. In a 1970 majority ruling, Justice Y. Kahan expressed the opinion: "... As far as I am concerned, there is no need for any certificate from the Foreign Minister or from any administrative authority to determine that East Jerusalem ... was annexed to the State of Israel and constitutes part of its territory ... by means of these two enactments and consequently this area constitutes part of the territory of Israel." The Jerusalem Law began as a private member's bill proposed by Geulah Cohen, whose original text stated that "the integrity and unity of greater Jerusalem (Yerushalayim rabati) in its boundaries after the Six-Day War shall not be violated." However, this clause was dropped after the first reading in the Knesset. As the Knesset thus declined to specify boundaries and did not use the words "annexation" or "sovereignty", Ian Lustick writes that "The consensus of legal scholars is that this action added nothing to the legal or administrative circumstance of the city, although, especially at the time, its passage was considered to have political importance and sparked a vigorous protest reaction from the world community." General Assembly Resolutions 2253 and 2254 of 4 and 14 July 1967, respectively, considered Israeli activity in Eastern Jerusalem illegal and asked Israel to cancel those activities and especially not to change the features of the city. On 21 May 1968, United Nations Security Council Resolution 252 invalidated legal and administrative measures by Israel in violation of UNGA Resolutions 2253 and 2254 and required those measures be rescinded. UN criticism since 1967 includes UNSC resolutions in addition to 252, 267 (1969), 298 (1971) and resolution 476 (1980), regretting changes in the characteristics of Jerusalem, and resolution 478 (1980), where UN Member States were asked to withdraw their embassies from the city. Resolution 478 also "condemned in "the strongest terms" the enactment of Israeli law proclaiming a change in status of Jerusalem." while Resolution 2334 of 2016 condemned all Israeli settlements in occupied territory including East Jerusalem. However, thirty-eight years later the United States relocated their Israeli embassy from Tel Aviv to Jerusalem on 14 May 2018, and other countries, including Paraguay and the Czech Republic expressed similar intentions.[citation needed] Although the law was not proposed by the governing coalition or Prime Minister Menachem Begin, rather, it was proposed by lawmakers concerned that peace negotiators were demanding that Arab residents of East Jerusalem be given votes in Palestinian Authority elections. As legislation, the Act is regarded as largely symbolic. An amendment in 2000 further specified the jurisdiction of the law, that included East Jerusalem. It actually did not change its range. The amendment also prohibited transfer of authority to a foreign body, for example an international regime. Text of the Law Basic Law: Jerusalem, Capital of Israel (unofficial translation) Jerusalem, Capital of Israel: 1. Jerusalem, complete and united, is the capital of Israel. Seat of the President, the Knesset, the Government and the Supreme Court: 2. Jerusalem is the seat of the President of the State, the Knesset, the Government and the Supreme Court. Protection of Holy Places: 3. The Holy Places shall be protected from desecration and any other violation and from anything likely to violate the freedom of access of the members of the different religions to the places sacred to them or their feelings towards those places. Development of Jerusalem: 4. (a) The Government shall provide for the development and prosperity of Jerusalem and the well-being of its inhabitants by allocating special funds, including a special annual grant to the Municipality of Jerusalem (Capital City Grant) with the approval of the Finance Committee of the Knesset. (b) Jerusalem shall be given special priority in the activities of the authorities of the State so as to further its development in economic and other matters. (c) The Government shall set up a special body or special bodies for the implementation of this section. Amendment no. 1 (passed by the Knesset on 27 November 2000): Area of the jurisdiction of Jerusalem 5. The jurisdiction of Jerusalem includes, as pertaining to this basic law, among others, all of the area that is described in the appendix of the proclamation expanding the borders of municipal Jerusalem beginning the 20th of Sivan 5727 (28 June 1967), as was given according to the Cities' Ordinance. Prohibition of the transfer of authority 6. No authority that is stipulated in the law of the State of Israel or of the Jerusalem Municipality may be transferred either permanently or for an allotted period of time to a foreign body, whether political, governmental or to any other similar type of foreign body. Entrenchment 7. Clauses 5 and 6 shall not be modified except by a Basic Law passed by a majority of the members of the Knesset. Menachem Begin Prime Minister Yitzchak Navon President of the State" Published in Sefer Ha-Chukkim No. 980 of the 23rd Av, 5740 (5 August 1980), p. 186; the Bill and an Explanatory Note were published in Hatza'ot Chok No. 1464 of 5740, p. 287. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Oz_(programming_language)] | [TOKENS: 1137]
Contents Oz (programming language) Oz is a multiparadigm programming language, developed in the Programming Systems Lab at Université catholique de Louvain, for programming-language education. It has a canonical textbook: Concepts, Techniques, and Models of Computer Programming. Oz was first designed by Gert Smolka and his students in 1991. In 1996, development of Oz continued in cooperation with the research group of Seif Haridi and Peter Van Roy at the Swedish Institute of Computer Science. Since 1999, Oz has been continually developed by an international group, the Mozart Consortium, which originally consisted of Saarland University, the Swedish Institute of Computer Science, and the Université catholique de Louvain. In 2005, the responsibility for managing Mozart development was transferred to a core group, the Mozart Board, with the express purpose of opening Mozart development to a larger community. The Mozart Programming System is the primary implementation of Oz. It is released with an open source license by the Mozart Consortium. Mozart has been ported to Unix, FreeBSD, Linux, Windows, and macOS. Language features Oz contains most of the concepts of the major programming paradigms, including logic, functional (both lazy evaluation and eager evaluation), imperative, object-oriented, constraint, distributed, and concurrent programming. Oz has both a simple formal semantics (see chapter 13 of the book mentioned below) and an efficient implementation.[citation needed] Oz is a concurrency-oriented language, as the term was introduced by Joe Armstrong, the main designer of the Erlang language. A concurrency-oriented language makes concurrency easy to use and efficient. Oz supports a canonical graphical user interface (GUI) language QTk. In addition to multi-paradigm programming, the major strengths of Oz are in constraint programming and distributed programming. Due to its factored design, Oz is able to successfully implement a network-transparent distributed programming model. This model makes it easy to program open, fault-tolerant applications within the language. For constraint programming, Oz introduces the idea of computation spaces, which allow user-defined search and distribution strategies orthogonal to the constraint domain. Language overview Oz is based on a core language with very few datatypes that can be extended into more practical ones through syntactic sugar. Basic data structures: Those data structures are values (constant), first class and dynamically type checked. Variable names in Oz start with an uppercase letter to distinguish them from literals which always begin with a lowercase letter. Functions are first class values, allowing higher order functional programming: Functions may be used with both free and bound variables. Free variable values are found using static lexical scoping. Functions are like other Oz objects. A function can be passed as an attribute to other functions or can be returned in a function. Like many other functional languages, Oz supports use of anonymous functions (i.e. functions which do not have a name) with higher order programming. The symbol $ is used to denote these. In the following, the square function is defined anonymously and passed, causing [1 4 9] to be browsed. Since anonymous functions don't have names, it is not possible to define recursive anonymous functions. Functions in Oz are supposed to return a value at the last statement encountered in the body of the function during its execution. In the example below, the function Ret returns 5 if X > 0 and -5 otherwise. But Oz also provides a facility in case a function must not return values. Such functions are called procedures. Procedures are defined using the construct "proc" as follows The above example doesn't return any value, it just prints 5 or -5 in the Oz browser depending on the sign of X. When the program encounters an unbound variable it waits for a value. For example, below, the thread will wait until both X and Y are bound to a value before showing the value of Z. The value of a dataflow variable cannot be changed once it is bound: Dataflow variables make it easy to create concurrent stream agents: Because of the way dataflow variables work, it is possible to put threads anywhere in a program and guaranteed that it will have the same result. This makes concurrent programming very easy. Threads are very cheap: it is possible to have 100,000 threads running at once. This example computes a stream of prime numbers using the trial division algorithm by recursively creating concurrent stream agents that filter out non-prime numbers: Oz uses eager evaluation by default, but lazy evaluation is possible. Below, the fact is only computed when value of X is needed to compute the value of Y. Lazy evaluation gives the possibility of storing truly infinite data structures in Oz. The power of lazy evaluation can be seen from the following code sample: The code above elegantly computes all the Regular Numbers in an infinite list. The actual numbers are computed only when they are needed. The declarative concurrent model can be extended with message passing via simple semantics: With a port and a thread, asynchronous agents can be defined: It is again possible to extend the declarative model to support state and object-oriented programming with very simple semantics. To create a new mutable data structure called Cells: With these simple semantic changes, the whole object-oriented paradigm can be supported. With a little syntactic sugar, OOP becomes well integrated in Oz. Execution speed The execution speed of a program produced by the Mozart compiler (version 1.4.0 implementing Oz 3) is very slow. On a 2012 set of benchmarks it averaged about 50 times slower than that of the GNU Compiler Collection (GCC) for the C language. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Multi-user_dungeon] | [TOKENS: 5213]
Contents Multi-user dungeon A multi-user dungeon (MUD, /mʌd/), also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar. Traditional MUDs implement a role-playing video game set in a fantasy world populated by fictional races and monsters, with players choosing classes in order to gain specific skills or powers. The objective of this sort of game is to slay monsters, explore a fantasy world, complete quests, go on adventures, create a story by roleplaying, and advance the created character. Many MUDs were fashioned around the dice-rolling rules of the Dungeons & Dragons series of games. Such fantasy settings for MUDs are common, while many others have science fiction settings or are based on popular books, movies, animations, periods of history, worlds populated by anthropomorphic animals, and so on. Not all MUDs are games; some are designed for educational purposes, while others are purely chat environments, and the flexible nature of many MUD servers leads to their occasional use in areas ranging from computer science research to geoinformatics to medical informatics to analytical chemistry. MUDs have attracted the interest of academic scholars from many fields, including communications, sociology, law, and economics. At one time, there was interest from the United States military in using them for teleconferencing. Most MUDs are run as hobbies and are free to play; some may accept donations or allow players to purchase virtual items, while others charge a monthly subscription fee. MUDs can be accessed via standard telnet clients, or specialized MUD clients, which are designed to improve the user experience. Numerous games are listed at various web portals, such as The Mud Connector. The history of modern massively multiplayer online role-playing games (MMORPGs) like EverQuest and Ultima Online, and related virtual world genres such as the social virtual worlds exemplified by Second Life, can be traced directly back to the MUD genre. Indeed, before the invention of the term MMORPG, games of this style were simply called graphical MUDs. A number of influential MMORPG designers began as MUD developers and/or players (such as Raph Koster, Brad McQuaid, Matt Firor, and Brian Green) or were involved with early MUDs (like Mark Jacobs and J. Todd Coleman). Early history Colossal Cave Adventure, created in 1975 by Will Crowther on a DEC PDP-10 computer, was the first widely played adventure game. The game was significantly expanded in 1976 by Don Woods. Also called Adventure, it contained many D&D features and references, including a computer controlled dungeon master. Numerous dungeon crawlers were created on the PLATO system at the University of Illinois and other American universities that used PLATO, beginning in 1975. Among them were "pedit5", "oubliette", "moria", "avatar", "krozair", "dungeon", "dnd", "crypt", and "drygulch". By 1978–79, these games were heavily in use on various PLATO systems, and exhibited a marked increase in sophistication in terms of 3D graphics, storytelling, user involvement, team play, and depth of objects and monsters in the dungeons. Inspired by Adventure, a group of students at MIT in the summer of 1977 wrote a game for the PDP-10 minicomputer; called Zork, it became quite popular on the ARPANET. Zork was ported, under the filename DUNGEN ("dungeon"), to FORTRAN by a programmer working at DEC in 1978. In 1978 Roy Trubshaw, a student at the University of Essex in the UK, started working on a multi-user adventure game in the MACRO-10 assembly language for a DEC PDP-10. He named the game MUD (Multi-User Dungeon), in tribute to the Dungeon variant of Zork, which Trubshaw had greatly enjoyed playing. Trubshaw converted MUD to BCPL (the predecessor of C), before handing over development to Richard Bartle, a fellow student at the University of Essex, in 1980. The game revolved around gaining points till one achieved the Wizard rank, giving the character immortality and special powers over mortals. MUD, better known as Essex MUD and MUD1 in later years, ran on the University of Essex network, and became more widely accessible when a guest account was set up that allowed users on JANET (a British academic X.25 computer network) to connect on weekends and between the hours of 2 AM and 8 AM on weekdays. It became the first Internet multiplayer online role-playing game in 1980 and started the online gaming industry as a whole when the university connected its internal network to ARPANET. The original MUD game was closed down in late 1987, reportedly under pressure from CompuServe, to whom Richard Bartle had licensed the game. This left MIST, a derivative of MUD1 with similar gameplay, as the only remaining MUD running on the University of Essex network, becoming one of the first of its kind to attain broad popularity. MIST ran until the machine that hosted it, a PDP-10, was superseded in early 1991. 1985 saw the origin of a number of projects inspired by the original MUD. These included Gods by Ben Laurie, a MUD1 clone that included online creation in its endgame, and which became a commercial MUD in 1988; and MirrorWorld, a tolkienesque MUD started by Pip Cordrey who gathered some people on a BBS he ran to create a MUD1 clone that would run on a home computer. Neil Newell, an avid MUD1 player, started programming his own MUD called SHADES during Christmas 1985, because MUD1 was closed down during the holidays. Starting out as a hobby, SHADES became accessible in the UK as a commercial MUD via British Telecom's Prestel and Micronet networks. A scandal on SHADES led to the closure of Micronet, as described in Indra Sinha's net-memoir, The Cybergypsies. At the same time, Compunet started a project named Multi-User Galaxy Game as a science fiction alternative to MUD1, a copy of which they were running on their system at the time. When one of the two programmers left CompuNet, the remaining programmer, Alan Lenton, decided to rewrite the game from scratch and named it Federation II (at the time no Federation I existed). The MUD was officially launched in 1989. Federation II was later picked up by AOL, where it became known simply as Federation: Adult Space Fantasy. Federation later left AOL to run on its own after AOL began offering unlimited service. In 1978, around the same time Roy Trubshaw wrote MUD, Alan E. Klietz wrote a game called Scepter (Scepter of Goth), and later called Milieu using Multi-Pascal on a CDC Cyber 6600 series mainframe which was operated by the Minnesota Educational Computing Consortium. Klietz ported Milieu to an IBM XT in 1983, naming the new port Scepter of Goth. Scepter supported 10 to 16 simultaneous users, typically connecting in by modem. It was the first commercial MUD; franchises were sold to a number of locations. Scepter was first owned and run by GamBit (of Minneapolis, Minnesota), founded by Bob Alberti. GamBit's assets were later sold to Interplay Productions. In 1984, Mark Peterson wrote The Realm of Angmar, beginning as a clone of Scepter of Goth. In 1994, Peterson rewrote The Realm of Angmar, adapting it to MS-DOS (the basis for many dial-in BBS systems), and renamed it Swords of Chaos. For a few years this was a popular form of MUD, hosted on a number of BBS systems, until widespread Internet access eliminated most BBSes.[citation needed] In 1984, Mark Jacobs created and deployed a commercial gaming site, Gamers World. The site featured two games coded and designed by Jacobs, a MUD called Aradath (which was later renamed, upgraded and ported to GEnie as Dragon's Gate) and a 4X science-fiction game called Galaxy, which was also ported to GEnie. At its peak, the site had about 100 monthly subscribers to both Aradath and Galaxy. GEnie was shut down in the late 1990s, although Dragon's Gate was later brought to AOL before it was finally released on its own. Dragon's Gate was closed on February 10, 2007. In the summer of 1980, University of Virginia classmates John Taylor and Kelton Flinn wrote Dungeons of Kesmai, a six player game inspired by Dungeons & Dragons which used roguelike ASCII graphics. They founded the Kesmai company in 1982 and in 1985 an enhanced version of Dungeons of Kesmai, Island of Kesmai, was launched on CompuServe. Later, its 2-D graphical descendant Legends of Kesmai was launched on AOL in 1996. The games were retired commercially in 2000. The popularity of MUDs of the University of Essex tradition escalated in the United States during the late 1980s when affordable personal computers with 300 to 2400 bit/s modems enabled role-players to log into multi-line BBSs and online service providers such as CompuServe. During this time it was sometimes said that MUD stands for "Multi Undergraduate Destroyer" due to their popularity among college students and the amount of time devoted to them. Avalon: The Legend Lives was published by Yehuda Simmons in 1989. It was the first persistent game world of its kind without the traditional hourly resets and points-based puzzle solving progression systems. Avalon introduced equilibrium and balance (cooldowns), skill-based player vs player combat and concepts such as player-run governments and player housing. In 2004, significant usages of MUDs included "online gaming, education,...socializing", and religious rituals or other religious activities. Popular variants The first popular MUD codebase was AberMUD, written in 1987 by Alan Cox, named after the University of Wales, Aberystwyth. Alan Cox had played the original University of Essex MUD, and the gameplay was heavily influenced by it. AberMUD was initially written in B for a Honeywell L66 mainframe under GCOS3/TSS. In late 1988 it was ported to C, which enabled it to spread rapidly to many Unix platforms upon its release in 1989. AberMUD's popularity resulted in several inspired works, the most notable of which were TinyMUD, LPMud, and DikuMUD. Monster was a multi-user adventure game created by Richard Skrenta for the VAX and written in VMS Pascal. It was publicly released in November 1988. Monster was disk-based and modifications to the game were immediate. Monster pioneered the approach of allowing players to build the game world, setting new puzzles or creating dungeons for other players to explore. Monster, which comprised about 60,000 lines of code, had many features which appeared to be designed to allow Colossal Cave Adventure to work in it. Though there never were many network-accessible Monster servers, it inspired James Aspnes to create a stripped-down version of Monster which he called TinyMUD. TinyMUD, written in C and released in late 1989, spawned a number of descendants, including TinyMUCK and TinyMUSH. TinyMUCK version 2 contained a full programming language named MUF (Multi-User Forth), while MUSH greatly expanded the command interface. To distance itself from the combat-oriented traditional MUDs it was said that the "D" in TinyMUD stood for Multi-User "Domain" or "Dimension"; this, along with the eventual popularity of acronyms other than MUD (such as MUCK, MUSH, MUSE, and so on) for this kind of server, led to the eventual adoption of the term MU* to refer to the TinyMUD family. UberMUD, UnterMUD, and MOO were inspired by TinyMUD but are not direct descendants. TinyMUD is also used to refer to the first database run under the TinyMUD codebase, which is also known as TinyMUD Classic; it ran from August 1989 to April 1990, and still comes back up every August during a holiday called Brigadoon Day, a reference to the Scottish village in the musical Brigadoon. In 1989, LPMud was developed by Lars Pensjö (hence the LP in LPMud). Pensjö had been an avid player of TinyMUD and AberMUD and wanted to create a world with the flexibility of TinyMUD and the gameplay of AberMUD. In order to accomplish this he wrote what is nowadays known as a virtual machine, which he called the LPMud driver, that ran the C-like LPC programming language used to create the game world. Pensjö's interest in LPMud eventually waned and development was carried on by others such as Jörn "Amylaar" Rennecke, Felix "Dworkin" Croes, Tim "Beek" Hollebeek and Lars Düning. During the early 1990s, LPMud was one of the most popular MUD codebases. Descendants of the original LPMud include MudOS, DGD, SWLPC, FluffOS, and the Pike programming language, the latter the work of long-time LPMud developer Fredrik "Profezzorn" Hübinette. In 1990, the release of DikuMUD, which was inspired by AberMUD, led to a virtual explosion of hack and slash MUDs based upon its code. DikuMUD inspired numerous derivative codebases, including CircleMUD, Merc, ROM, SMAUG, and GodWars. The original Diku team comprised Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Staerfeldt. DikuMUD had a key influence on the early evolution of the MMORPG genre, with EverQuest (created by avid DikuMUD player Brad McQuaid) displaying such Diku-like gameplay that Verant developers were made to issue a sworn statement that no actual DikuMUD code was incorporated. In 1987, David Whatley, having previously played Scepter of Goth and Island of Kesmai, founded Simutronics with Tom and Susan Zelinski. In the same year they demonstrated a prototype of GemStone to GEnie. After a short-lived instance of GemStone II, GemStone III was officially launched in February 1990. GemStone III became available on AOL in September 1995, followed by the release of DragonRealms in February 1996. By the end of 1997 GemStone III and DragonRealms had become the first and second most played games on AOL. Gameplay The typical MUD will describe to the player the room or area they are standing in, listing the objects, players and non-player characters (NPCs) in the area, as well as all of the exits. To carry out a task the player would enter a text command such as take apple or attack dragon. Movement around the game environment is generally accomplished by entering the direction (or an abbreviation of it) in which the player wishes to move, for example typing north or just n would cause the player to exit the current area via the path to the north. MUD clients are computer applications that make the MUD telnet interface more accessible to users, with features such as syntax highlighting, keyboard macros, and connection assistance. Prominent clients include TinyTalk, TinyFugue, TinTin++, and zMUD. Style While there have been many variations in overall focus, gameplay and features in MUDs, some distinct sub-groups have formed that can be used to help categorize different game mechanics, game genres and non-game uses. Perhaps the most common approach to game design in MUDs is to loosely emulate the structure of a Dungeons & Dragons campaign focused more on fighting and advancement than role-playing. When these MUDs restrict player-killing in favor of player versus environment conflict and questing, they are labeled hack and slash MUDs. This may be considered particularly appropriate since, due to the room-based nature of traditional MUDs, ranged combat is typically difficult to implement, resulting in most MUDs equipping characters mainly with close-combat weapons. This style of game was also historically referred to within the MUD genre as "adventure games", but video gaming as a whole has developed a meaning of "adventure game" that is greatly at odds with this usage. Most MUDs restrict player versus player combat, often abbreviated as PK (Player Killing). This is accomplished through hard coded restrictions and various forms of social intervention. MUDs without these restrictions are commonly known as PK MUDs. Taking this a step further are MUDs devoted solely to this sort of conflict, called pure PK MUDs, the first of which was Genocide in 1992. Genocide's ideas were influential in the evolution of player versus player online gaming. Roleplaying MUDs, generally abbreviated as RP MUDs, encourage or enforce that players act out the role of their playing characters at all times. Some RP MUDs provide an immersive gaming environment, while others only provide a virtual world with no game elements. MUDs where roleplay is enforced and the game world is heavily computer-modeled are sometimes known as roleplay intensive MUDs, or RPIMUDs. In many cases, role-playing MUDs attempt to differentiate themselves from hack and slash types, by dropping the "MUD" name entirely, and instead using MUX (Multi-User Experience) or MUSH (Multi-User Shared Hallucination). Social MUDs de-emphasize game elements in favor of an environment designed primarily for socializing. They are differentiated from talkers by retaining elements beyond online chat, typically online creation as a community activity and some element of role-playing. Often such MUDs have broadly defined contingents of socializers and roleplayers. Server software in the TinyMUD family, or MU*, is traditionally used to implement social MUDs. A less-known MUD variant is the talker, a variety of online chat environment typically based on server software like ew-too or NUTS. Most of the early Internet talkers were LPMuds with the majority of the complex game machinery stripped away, leaving just the communication commands. The first Internet talker was Cat Chat in 1990. Taking advantage of the flexibility of MUD server software, some MUDs are designed for educational purposes rather than gaming or chat. MicroMUSE is considered by author Lauren P. Burka to have been the first educational MUD, but it can be argued[weasel words] that its evolution into this role was not complete until 1994, which would make the first of many educational MOOs, Diversity University in 1993, also the first educational MUD. The MUD medium lends itself naturally to constructionist learning pedagogical approaches. The Mud Institute (TMI) was an LPMud opened in February 1992 as a gathering place for people interested in developing LPMud and teaching LPC after it became clear that Lars Pensjö had lost interest in the project. TMI focussed on both the LPMud driver and library, the driver evolving into MudOS. The TMI Mudlib was never officially released, but was influential in the development of other libraries. A graphical MUD is a MUD that uses computer graphics to represent parts of the virtual world and its visitors. A prominent early graphical MUD was Habitat, written by Randy Farmer and Chip Morningstar for Lucasfilm in 1985. Some graphical MUDs require players to download a special client and the game's artwork, while others provide a rich experience by being website-based. Graphical MUDs range from simply enhancing the user interface (e.g. Wolfery provides an option to set the room picture, but otherwise remains a text-based interaction) to simulating 3D worlds with visual spatial relationships and customized avatar appearances (e.g. Ultima Online provides a rich point-and-click experience). Games such as Meridian 59, EverQuest, Ultima Online and Dark Age of Camelot were routinely called graphical MUDs in their earlier years. RuneScape was actually originally intended to be a text-based MUD, but graphics were added very early in development, during which it was called DeviousMUD. However, with the increase in computing power and Internet connectivity during the late 1990s, and the shift of online gaming to the mass market, the term "graphical MUD" fell out of favor, being replaced by MMORPG (massively multiplayer online role-playing game) a term coined by Richard Garriott in 1997. Development Within a MUD's technical infrastructure, a mudlib (concatenation of "MUD library") defines the rules of the in-game world. Examples of mudlibs include Ain Soph Mudlib, CDlib, Discworld Mudlib, Lima Mudlib, LPUniversity Mudlib, MorgenGrauen Mudlib, Nightmare Mudlib, and TMI Mudlib. Community MUD history has been preserved primarily through community sites and blogs and not through mainstream sources with journalistic repute. As of the late 1990s, a website called The Mud Connector has served as a central and curated repository for active MUDs. In 1995, The Independent reported that over 60,000 people regularly played about 600 MUDs, up from 170 MUDs three years prior. The Independent also noted distinct patterns of socialization within MUD communities. In 2004, MUDs were relatively popular in the United States and mostly text-based. Seraphina Brennan of Massively wrote that the MUD community was "in decline" as of 2009. Psychology and engagement Sherry Turkle developed a theory that the constant use (and in many cases, overuse) of MUDs allows users to develop different personalities in their environments. She uses examples, dating back to the text-based MUDs of the mid-1990s, showing college students who simultaneously live different lives through characters in separate MUDs, up to three at a time, all while doing schoolwork. The students claimed that it was a way to "shut off" their own lives for a while and become part of another reality. Turkle claims that this could present a psychological problem of identity for today's youths. "A Story About A Tree" is a short essay written by Raph Koster regarding the death of a LegendMUD player named Karyn, raising the subject of inter-human relationships in virtual worlds. Observations of MUD-play show styles of play that can be roughly categorized. Achievers focus on concrete measurements of success such as experience points, levels, and wealth; Explorers investigate every nook and cranny of the game, and evaluate different game mechanical options; Socializers devote most of their energy to interacting with other players; and then there are Killers who focus on interacting negatively with other players, if permitted, killing the other characters or otherwise thwarting their play. Few players play only one way; most exhibit a diverse style. According to Richard Bartle, "People go there as part of a hero's journey—a means of self-discovery". Research has suggested that various factors combine in MUDs to provide users with a sense of presence rather than simply communication. Grammatical usage and derived terms As a noun, the word MUD is variously written MUD, Mud, and mud, depending on speaker and context. It is also used as a verb, with to mud meaning to play or interact with a MUD and mudding referring to the act of doing so. A mudder is one who MUDs. Compound words and portmanteaux such as mudlist, mudsex, and mudflation are also regularly coined. Puns on the "wet dirt" meaning of "mud" are endemic, as with, for example, the names of the ROM (Rivers of MUD), MUCK, MUSH, and CoffeeMUD codebases and the MUD Muddy Waters. See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-164] | [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/Minecraft#cite_ref-salon_377-0] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Special:EditPage/Template:Fairies] | [TOKENS: 1446]
Editing Template:Fairies Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Sign your posts on talk pages: ~~~~ Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} Wikidata entities used in this page Pages transcluded onto the current version of this page (help):
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-151] | [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/Karaite_Judaism] | [TOKENS: 12503]
Contents Karaite Judaism Karaite Judaism or Karaism[a] (Hebrew: קָרָאוּת, romanized: Qaraīt, lit. 'readers, rel. to Miqra') is a Jewish denomination characterized by the recognition of the written Tanakh alone as its supreme authority in halakha (religious law) and theology, and rejection of Rabbinic authority or traditions. Karaites believe that all of the divine commandments which were handed down to Moses by God were recorded in the written Torah without any additional Oral Torah or explanation. Unlike mainstream Rabbinic Judaism (Talmudic Judaism), which regards the Oral Torah, codified in the Talmud and subsequent works, as authoritative interpretations of the Torah, Karaite Jews do not treat the written collections of the oral tradition in the Midrash or the Talmud as binding. Karaite interpretation of the Torah strives to adhere to the plain or most obvious meaning (peshat) of the text; this is not necessarily the literal meaning of the text—instead, it is the meaning of the text that would have been naturally understood by the ancient Hebrews when the books of the Torah were first written—without the use of the Oral Torah. By contrast, Rabbinic Judaism relies on the legal rulings of the Sanhedrin as they are codified in the Midrash, Talmud, and other sources to indicate the authentic meaning of the Torah. Karaism holds every interpretation of the Torah to the same scrutiny regardless of its source, and teaches that it is the personal responsibility of every individual Jew to study the Torah, and ultimately to decide personally its correct meaning. Karaites may consider arguments made in the Talmud and other works, but without exalting them above other viewpoints. According to the Karaite Mordecai ben Nissan (born 1650), the ancestors of the Karaites were a group called Sons of Zadok during the Second Temple period. Historians have argued over whether Karaism has a direct connection to the Sadducees dating back to the end of the Second Temple period (70 CE) or whether Karaism represents a novel emergence of similar views. Karaites have always maintained that while there are some similarities to the Sadducees due to the rejection of rabbinical authority and of the Oral Law, there are major differences. According to Rabbi Abraham ibn Daud, in his Sefer ha-Qabbalah (written c. 1160), the Karaite movement crystallized in Baghdad in the Gaonic period (c. 7th–9th centuries) under the Abbasid Caliphate in present-day Iraq. This is the view universally accepted among Rabbinic Jews. However, some Arab scholars claim that Karaites were already living in Egypt in the first half of the seventh century, based on a legal document that the Karaite community in Egypt had in its possession until the end of the 19th century, in which the first Islamic governor ordered the leaders of the Rabbinite community against interfering with Karaite practices or with the way they celebrate their holidays. It was said to have been stamped by the palm of Amr ibn al-ʿĀṣ as-Sahmī, the first Islamic governor of Egypt (d. 664), and was reportedly dated 20 AH (641 CE). At one time, Karaites made up about 10 percent of the Jewish population. However as of 2013, an estimated 30,000 to 50,000 Karaites resided in Israel, with smaller communities in Turkey, Europe and the United States. A 2007 report estimated that, of 30,000 worldwide, more than 20,000 descend from those who made aliyah from Egypt and Iraq to Israel. The largest Karaite community today resides in the Israeli city of Ashdod. History Some scholars trace the origin of Karaism to the Sadducees, who rejected the Talmudic tradition as an innovation. Judah Halevi, an 11th-century Jewish philosopher and rabbi, wrote a defense for Rabbinic Judaism entitled Kuzari, placing the origins of Karaism in the first and second centuries BCE, during the reign of Alexander Jannaeus ("King Jannai"), king of Judaea from 103 to 76 BCE: After him came Judah b. Tabbāi and Simon b. Shētaḥ, with the friends of both. At this period the doctrine of the Karaites arose in consequence of an incident between the Sages and King Jannai who was a priest. His mother was under suspicion of being a 'profane' woman. One of the Sages alluded to this, saying to him: 'Be satisfied, O king Jannai, with the royal crown, but leave the priestly crown to the seed of Aaron.' His friends prejudiced him against the Sages, advising him to browbeat, expel, and scatter or kill them. He replied: 'If I destroy the Sages what will become of our Law?' 'There is the written law,' they replied, whoever wishes to study it may come and do so; take no heed of the oral law.' He followed their advice and expelled the Sages and among them Simon b. Shētaḥ, his son-in-law. Rabbinism was laid low for some time. The other party tried to establish a law built on their own conception, but failed, till Simon b. Shētaḥ returned with his disciples from Alexandria, and restored tradition to its former condition. Karaism had, however, taken root among people who rejected the oral law, and called all kinds of proofs to their aid, as we see to-day. As regards the Sādōcaeans and Boēthosians, they are the sectarians who are anathemised in our prayer. Abraham Geiger, a 19th-century German scholar who founded Reform Judaism, also posited a connection between the Karaites and a remnant of the Sadducees, the 1st-century Jewish sect that followed the Hebrew Bible literally and rejected the Pharisees' notion of an Oral Torah even before it was written. Geiger's view is based on comparison between Karaite and Sadducee halakha: for example, a minority in Karaite Judaism do not believe in a resurrection of the dead or afterlife, a position also held by the Sadducees. The British theologian John Gill (1767) noted, In the times of John Hyrcanus, and Alexander Jannaeus his son, sprung up the sect of the Karaites, in opposition to the Pharisees, who had introduced traditions, and set up the oral law, which these men rejected. In the times of the said princes lived Simeon ben Shetach, and Judah ben Tabbai, who flourished AM 3621, these two separated, the latter from the former, because he could not embrace his inventions which he formed out of his own brain; and from him the Karaites sprung, who were first called the society or congregation of Judah ben Tabbai, which was afterwards changed into the name of Karaites. Gill also traces Karaite influences to the split between the schools of Hillel the Elder and Shammai in 30 BCE. American scholar Bernard Revel rejects many of Geiger's arguments in his 1913 published dissertation, The Karaite Halakah. Revel also points to the many correlations between Karaite halakha and theology and the interpretations of Philo of Alexandria, the 1st-century philosopher and Jewish scholar. He also notes the writings of a 10th-century Karaite who refers to Philo's works, showing that the Karaites made use of Philo's writings in the development of their movement. Later Medieval Karaite commentators[who?] however, did not view Philo in a favorable light. These attitudes show a friction between later Karaite theology and possible connections to Philo's philosophy, which could serve as either a rejection of their origins, rejection of theological positions no longer accepted, or that Philo's philosophy was not entirely used in the founding of the Karaites (although some influences remain possible).[citation needed] Early 20th-century scholars Oesterley and Box suggested that modern Karaism crystalized through the Jewish reaction to the rise of Islam. The new school recognized Judaism as a fellow monotheistic faith, but claimed that it detracted from its beliefs by deferring to rabbinical authority. Anan ben David (Hebrew: ענן בן דוד, c. 715 – 795 or 811?) is widely considered to be a major founder of the Karaite movement. His followers, called Ananites, did not believe the rabbinical oral law was divinely inspired. According to a 12th-century Rabbinic account, in approximately 760, Shelomoh ben Ḥisdai II, the Exilarch in Babylon died, and two brothers among his nearest kin, ʻAnan ben David (whose name according to the Rabbinical account was ʻAnan ben Shafaṭ, but was called "ben David" due to his Davidic lineage) and Ḥananyah were next in order of succession. Eventually, Ḥananyah was elected by the rabbis of the Babylonian Jewish colleges (the Geonim) and by the notables of the chief Jewish congregations, and the choice was confirmed by the Caliph of Baghdad. A schism may have occurred, with ʻAnan ben David being proclaimed exilarch by his followers. However, not all scholars agree that this event occurred. Leon Nemoy notes, "Natronai, scarcely ninety years after ‘Anan's secession, tells us nothing about his aristocratic (Davidic) descent or about the contest for the office of exilarch which allegedly served as the immediate cause of his apostasy." Nemoy later notes that Natronai—a devout Rabbanite—lived where ʻAnan's activities took place, and that the Karaite sage Jacob Qirqisani never mentioned ʻAnan's purported lineage or candidacy for Exilarch. ʻAnan's allowing his followers to proclaim him as Exilarch was considered treason by the Muslim government.[citation needed] He was sentenced to death, but his life was saved by his fellow prisoner, Abu Hanifa, the founder of the madhhab or school of fiqh (Muslim jurisprudence) known as the Hanafi. Ultimately he and his followers were permitted to migrate to Palestine. They erected a synagogue in Jerusalem that continued to be maintained until the time of the Crusades. From this center, the sect diffused thinly over Syria, spread into Egypt, and ultimately reached Southeast Europe. Ben David challenged the Rabbinical establishment. Some scholars believe that his followers may have absorbed Jewish Babylonian sects such as the Isunians (followers of Abū ʻĪsā al-Iṣfahānī), Yudghanites, and the remnants of the pre-Talmudic Sadducees and Boethusians. Later, sects such as the Ukbarites emerged separately from the Ananites. However, the Isunians, Yudghanites, Ukabarites, and Mishawites all held views that did not accord with those of either the Ananites or the Karaites. Abū ʻĪsā al-Iṣfahānī, who was an illiterate tailor, claimed to be a prophet, prohibited divorce, claimed that all months should have thirty days, believed in Jesus and Muhammad as prophets, and told his followers that they must study the New Testament and the Quran. Yudghan was a follower of Abū ʻĪsā al-Iṣfahānī and claimed to be a prophet and the Messiah, saying that the observance of Shabbat and Holy Days was no longer obligatory. Isma‘il al-‘Ukbari believed he was the prophet Elijah, and hated ʻAnan. Mishawayh al-‘Ukbari, who was a disciple of Isma‘il al-‘Ukbari and the founder of the Mishawites, taught his followers to use a purely solar calendar of 364 days and 30-day months, insisting that all the Holy Days and fast days should always occur on fixed days in the week, rather than on fixed days of the months. He further said that Shabbat should be kept from sunrise on Saturday to sunrise on Sunday. Most Ananites and Karaites rejected such beliefs. ʻAnan developed his movement's core tenets. His Sefer HaMiṣwot ("The Book of the Commandments") was published about 770. He adopted many principles and opinions of other anti-rabbinic forms of Judaism that had previously existed. He took much from the old Sadducees and Essenes, whose remnants still survived, and whose writings—or at least writings ascribed to them—were still in circulation. Thus, for example, these older sects prohibited the burning of any lights and the leaving of one's dwelling on the Sabbath. Unlike the Sadducees, ʻAnan and the Qumran sectaries allowed persons to leave their house, but prohibited leaving one's town or camp. ʻAnan said that one should not leave one's house for frivolous things, but only to go to prayer or to study scripture. The Sadducees required the observation of the new moon to establish the dates of festivals and always held the Shavuot festival on a Sunday. In the "Golden Age of Karaism" (900–1100) a large number of Karaite works were produced in all parts of the Muslim world, the most notable being a work penned by Jacob Qirqisani, entitled Kitāb al-Anwār wal-Marāqib ("Code of Karaite Law"), which provides valuable information concerning the development of Karaism and throws light also on many questions in Rabbinic Judaism. Karaite Jews were able to obtain autonomy from Rabbinic Judaism in the Muslim world and establish their own institutions. Karaites in the Muslim world also obtained high social positions such as tax collectors, doctors, and clerks, and even received special positions in the Egyptian courts. Karaite scholars were among the most conspicuous practitioners of the philosophical school known as Jewish Kalam.[citation needed] According to historian Salo Wittmayer Baron, at one time as much as 10 percent of world Jewry was affiliated with Karaism, and debates between Rabbinic and Karaite leaders were not uncommon.[citation needed] Among the staunchest critics of Karaite thought and practice at this time was Saadia Gaon, whose writings brought about a permanent split between some Karaite and Rabbinic communities.[citation needed] Egypt had long been a bastion for Karaites and their teachings. According to David ben Solomon ibn Abi Zimra, in one day in Egypt, a great congregation of Karaites became Rabbinical Jews during the time of the Nagid Rabbi Abraham Maimonides, who, in his words, "was not reluctant to receive them." During the 19th century, Russian authorities began to differentiate Karaite Jews from Rabbanite Jews, freeing them from various oppressive laws that affected Rabbinic Jews. In the 1830s the Tsarist governor of the Taurida Governorate, Mikhail Semyonovich Vorontsov, told the Karaite leaders that, even though the Russian Empire liked the idea that the Karaites did not accept the Talmud, they were still Jews and responsible for the crucifixion of Jesus and thus subject to the laws. The leaders, hearing that, devised a ruse by which they could be freed of the oppressive laws and told him that the Karaites had already settled in the Crimea before the death of Jesus. The Tsarist government then said that, if they could prove it, they would be free of the oppressive laws. The community leaders charged Abraham Firkovich (1786–1874) with gathering anything that could help show that Karaites were not in Jerusalem at the time of Jesus, and thus not responsible for the crucifixion. Through his work, Firkovich helped establish the idea among the Russian authorities that the Karaites, as descendants of the exiled northern kingdom of Israel,[citation needed] had already gone into exile centuries before the death of Jesus and thus had no responsibility for it. Firkovich referenced tombstones in Crimea (altering the dates) and gathered thousands of Karaite, Rabbinic, and Samaritan manuscripts, including one rabbinic document from Transcaucasia that claims that the Jews there were descendants of the exiles from the northern Kingdom of Israel. These actions convinced the Tsar that Karaite ancestors could not have killed Jesus and that thus their descendants were free of familial guilt. Despite this, within the community Ḥakhamim still taught that the Karaites were and had always been a part of the Jewish people; prayer was in Hebrew, the lineage of Kohens, Levites, and families of Davidic descent were meticulously preserved,[citation needed] and books printed in Hebrew adamantly identified the Karaites as Jews. In 1897, the Russian census counted 12,894 Karaites in the Russian Empire. By the early 20th century, most European Karaites were no longer very knowledgeable about the religion and Seraya Shapshal, a Karaite soldier of fortune[citation needed] who had been the tutor of the last Qajar Shah of Persia, Mohammad Ali Shah Qajar, and a Russian spy, managed c. 1911 to get himself elected Chief Ḥakham of the Karaites in the Russian Empire (by that time, due to Russian regulations, the position had become more of a political than a spiritual one). Influenced by the Pan-Turkic movement in Turkey, Shapshal made his position into something of a Priest-king. He changed the title Hakham to "Ḥakhan" (a portmanteau between Hakham and the Mongol-Turkic title khan), forbade the use of Hebrew, and in the 1930s reintroduced Yahwist elements (such as the veneration of sacred oak trees in the cemetery).[citation needed] He also recognized both Jesus and Muhammad as prophets (in order to appease both the Tsarist Russian Orthodox government and the Muslim Turkic peoples). After the Bolshevik Revolution of 1917, atheism became official state policy in Soviet territories and Karaite religious schools and places of worship were the very first religious institutions closed by the Soviet government.[citation needed] The authorities allowed only the teaching of Shapshalian doctrines about the Karaites, and the official stance according to Soviet law (carried over from Russian Imperial law) erroneously regarded the Karaites as Turkic descendants of the Khazars and not as Jews.[failed verification] Not all European Karaites accepted the Shapshalian doctrines. Some Hachamim and a small part of the general Karaite population still preserved their Jewish heritage, but most[citation needed] dared not oppose Shapshal openly due to his official standing with regard to the Soviet Union. The Karaite community in Egypt was considered one of the oldest and had existed in that country for about 1,300 years. Many interactions, including financial support, religious leadership positions, and marriages have taken place between the various Karaite communities, including those in Egypt, Turkey, Jerusalem and Crimea. A split emerged within the Karaite community of Egypt around the turn of the 20th century, between those now termed "progressives" and those termed "traditionalists". The progressives, of which noted writer and intellectual Murat Faraj Lisha‘ was at the forefront, called for a more liberal interpretation of Halakha, along with societal reforms and greater solidarity with Rabbanites. The traditionalists were led by Chief Hakham Tubiah ben Simhah Levi Babovich, and called not only for a more obdurate interpretation, but for greater separatism from both Rabbanites and Zionism. Although Babovich was respected for his dedication towards the community, his conservatism and opposition towards local customs met with little success. In the 1950s, the entire Jewish population in Egypt was estimated at 80,000 including 5,000 Karaite Jews. Following the United Arab Republic's participation in the Six-Day War, Jewish men in Egypt were placed in short term detention, before being expelled from the country. This resulted in the near complete disappearance of the Jewish and Karaite communities by the 1970s. Karaites were among the last to leave and most of Egypt's Karaite Jews settled in Israel. The latest Chief Karaite sages of the Karaite community in Egypt (החכמים הראשיים הקראים) were: Due to World War I, there was no Chief sage in Egypt between 1916 and 1921. Beliefs The oldest Karaite articles of faith were formulated by the 12th century scholar and liturgist Judah ben Elijah Hadassi in his Eshkol ha-Kofer: (1) God is the Creator of all created beings; (2) He is premundane and has no peer or associate; (3) the whole universe is created; (4) God called Moses and the other Prophets of the Biblical canon; (5) the Law of Moses alone is true; (6) to know the language of the Bible is a religious duty; (7) the Temple at Jerusalem is the palace of the world's Ruler; (8) belief in Resurrection contemporaneous with the advent of the Messiah; (9) final judgment; (10) retribution. — Judah ben Elijah Hadassi, Eshkol ha-Kofer Karaite Jews do not object to the idea of a body of interpretation of the Torah, along with extensions and development of non-rabbinic halakha (Jewish law) that strives to adhere to the Tanakh's straightforward meaning. Several hundred such books have been written by various Karaite Ḥakhamim (sages) throughout the movement's history, although most are lost today. The disagreement arises over the rabbinic tradition's raising of the Talmud and the other writings of the rabbis above the Torah. The Karaites believe this has led to traditions and customs being kept under rabbinic law that contradict what is written in the Torah. The Karaites also have their own traditions and customs passed down from their ancestors and religious authorities. These are known as Sevel HaYerushah, which means "the Yoke [or burden] of Inheritance." Most of these practices are kept primarily by traditional Karaites; theoretically, any tradition thereof is said to be rejected if it contradicts the simple meaning of the Tanakh's text. The vast majority of these traditions are not forced upon any Karaite Jew or convert to Judaism through the Karaite movement, except very few such as donning a head covering in the Karaite kenesa. Those Karaites Jews who are new to the Karaite lifestyle do not have such an inheritance or tradition and tend to rely solely upon the Tanakh and those practices mentioned in it, and to adapt Biblical practices to their cultural context. Karaite communities are so small and generally isolated, that their members commonly adopt the customs of their host country. In Israel, too, traditional Karaites tend to be culturally assimilated into mainstream society (both secular and Orthodox). Many modern Karaite Jews have emerged from the Karaite revival of the late 20th century; the World Karaite Movement was founded by Nehemia Gordon and Ḥakham Meir Rekhavi in the early 1990s. Karaite Jewish University (KJU), approved by the Mo‘eṣet HaḤakhamim (the Council of Sages) in Israel, was founded to teach an introductory course on Karaite Judaism. It could lead to a student's conversion by a Beit Din (religious Jewish court) authorized by the Mo‘eṣet HaḤakhamim. KJU teaches various forms of Karaite Judaism and includes Sevel HaYerushah in its course materials. Thus, newly admitted converts to Karaite Judaism can choose to accept or reject Sevel HaYerushah. As with other Jews, during Shabbat, Karaites attend synagogue to worship and to offer prayers. Most Karaites refrain from sexual relations on that day since they maintain that engaging in them can cause fatigue and copulation, in particular, results in ritual impurity on this holy day, concerns that Rabbinic Judaism ceased to have long ago; additionally, impregnating one's wife is considered melakha (forbidden work). Their prayer books are composed almost completely of biblical passages. Karaite Jews often practice full prostration during prayers, while most other Jews no longer pray in this fashion. Unlike Rabbinic Jews, Karaites do not practice the ritual of lighting Shabbat candles. They have a differing interpretation of the Torah verse, "You shall not [burn] (Hebrew: bi‘er the pi‘el form of ba‘ar) a fire in any of your dwellings on the day of Shabbat." (Ex. 35:3) In Rabbinic Judaism, the qal verb form ba‘ar is understood to mean "burn", whereas the pi‘el form (present here) is understood to be, not intensive as usual but causative, the rule being that the pi‘el of a stative verb will be causative, instead of the usual hif‘il. Hence bi‘er means "kindle", which is why Rabbinic Judaism prohibits starting a fire on Shabbat. The vast majority of Karaite Jews hold that, throughout the Tanakh, ba‘ar explicitly means "to burn", while the Hebrew word meaning "to ignite" or "to kindle" is hidliq. Accordingly, the mainstream in Karaite Judaism takes the passage to mean that fire should not be left burning in a Jewish home on Shabbat, regardless of whether it was lit prior to, or during the Sabbath. However, the minority of Karaites who view the prohibition to be on kindling a fire often permit a fire to continue burning into the Sabbath. Historically, Karaites refrained from using or deriving benefit from fire until the Sabbath ends, and accordingly their homes were not lit during the night of the Sabbath. Many modern Karaites today use a fluorescent or LED lamp powered by batteries, which is turned on prior to Shabbat. Many observant Karaites either unplug their refrigerators on Shabbat or turn off the circuit breakers.[citation needed] Karaites consider producing electricity to be a violation of Shabbat, no matter who produces it. Additionally, some Karaites view the purchasing of electricity that is charged on an incremental basis during the Shabbat as a commercial transaction that the Tanakh prohibits, no matter when the payment is made; the recording of the electric meter is considered by them to be a commercial transaction. Karaites maintain that in the absence of a Temple, ordinary washing with flowing waters (described in the Torah as "living"—flowing—water) should be substituted for purification with water that includes ashes obtained through the red heifer burning ritual. Karaites believe that this was the practice before the Tabernacle was built in the Sinai Peninsula following the Exodus. They follow certain Torah laws for avoiding Ṭum’at Met (ritual impurity caused by contact with a dead body, human bones, graves, or being present in a space under any ceiling where a human died) which are no longer considered relevant in Rabbinic Judaism, except for Kohanim (members of the Jewish priestly class). The Karaite method of counting the days from the offering of the ‘Omer is different from the rabbinic method. The Karaites understand the term "morrow after the Sabbath" in Leviticus 23:15–16 to refer to the weekly Sabbath, whereas Rabbinic Judaism interprets it as referring to the day of rest on the first day of Ḥagh HaMaṣṣot. So while Rabbinic Judaism begins the count on the 16th of Nisan and celebrates Shavu‘ot on the 6th of Sivan, Karaite Jews count from the day after the weekly Sabbath (i.e., the Sunday) that occurs during the seven days of Ḥagh HaMaṣṣot to the day after the seventh weekly Sabbath. They celebrate Shavu‘ot on that Sunday, no matter what the calendar date of that Sunday on which it happens to fall. A Tzitzit (alternatively spelled Ṣiṣit, plural: Tzitziyot or Ṣiṣiyot) is a knotted or braided tassel worn by observant Jews (both Karaite and Rabbinic) on each of the four corners of what is often an outer garment or their Tallit. The Torah commands Israel to make tassels on the corners of their four-cornered garment containing a thread of Tekhelet (Numbers 15:38) and repeats this commandment using the word for "twisted cords" ("Gedilim") instead of "tassels" at Deuteronomy 22:12. The purpose of the tassels is stated in the Book of Numbers as a visual reminder to the Israelites to remember the commandments given by God. The thread of Tekhelet is a blue-violet or blue thread, which, according to the traditions of Rabbinic Judaism, is to be dyed with a specific kind of dye derived from a mollusc (notably the Hexaplex trunculus sea snail). Due to a number of factors, including Rome outlawing the use of Tekhelet by commoners, the source and practice of using a Tekhelet thread in Tzitzit was lost for most Rabbinic Jews. Their Tzitziyot are usually all white. Karaite Jews believe that the importance of Tekhelet is that the color of thread is blue-violet and it may be produced from any source, including synthetic industrial dyes, except impure (a state mostly overlapping unkosher) marine creatures, rather than insist on a specific dye. Therefore, they believe that the rabbinic tradition of relying on a dye from a mollusc is incorrect. They suggest that the source of the dye was indigo or Isatis tinctoria. Rabbinic Jews have specific traditions on how the tassels are to be knotted. Karaite Jews, for their part, have certain traditions on the manner of braiding the tassels, although they are not binding. Consequently, the way the Tzitziyot are made usually distinguishes Karaite Tzitziyot from rabbinic Tzitziyot. Karaite Jews do not wear tefillin in any form. According to Karaites, the Biblical passages cited for this practice are metaphorical, and mean to "remember the Torah always and treasure it". This is because the commandment in scripture is "And these words, which I command thee this day, shall be upon thy heart" ... "And thou shalt bind them for a sign upon thy hand, and they shall be for forehead ornaments between thine eyes". (Deuteronomy 6:5,9) Since words cannot be on one's heart, or bound on one's hand, the entire passage is understood metaphorically. Furthermore, the same expressions ("And thou shalt bind them for a sign upon thy hand" as well as "and they shall be as frontal ornaments between thine eyes") are used in Exodus 13:9 in reference to the commandments of Ḥagh HaMaṣṣot, in Exodus 13:16 in reference to the ritual of redeeming the first born, in Deuteronomy 6:8 in reference to the ‘Aseret HaDevarim (the Ten Utterances, usually mistranslated as "the Ten Commandments"), and in Deuteronomy 11:18 in reference to all the words of the Torah, indicating that, from a Karaite perspective, they must be metaphorical in nature (because one could never ritually "write" and "bind" upon their hearts themselves). Marriage among Karaite Jews is not unlike that among Rabbanites. One notable difference being there is no restriction on polygyny within Karaite Judaism. This is increasingly rare in the modern day, however, and the ability of the husband to take other wives hinged, not only on his ability to equally fulfill his duties to them, but also the acceptance of the act by the primary wife. The primary wife is well within her rights to include an anti-polygamy clause in their betrothal contract. Like Tefillin, Karaites interpret the scripture that mandates inscribing the Law on doorposts and city gates as a metaphorical admonition, specifically, to keep the Law at home and away. This is because the previous commandment in the same passage is the source for Tefillin for Rabbinic Judaism, and is understood metaphorically due to the language. As a result, the entire passage is understood as a metaphor. Therefore, they do not put up mezuzot, although many Karaite Jews do have a small plaque with the Ten Commandments on their doorposts. However, a Christian account in the 19th century tells of a Karaite synagogue in Constantinople that reportedly had a mezuzah. In Israel, in an effort to make Rabbinic Jews comfortable, many Karaite Jews do put up mezuzot, but not out of belief that it is commanded. In both Deuteronomy 23:3, and Zechariah 9:6, the Hebrew word mamzer is referenced alongside the nations of Ammon and Moab (in Deut 23:3), and the Philistine cities of Ashkelon, Gaza, Ekron and Ashdod (in Zech 9:5–6). From such, Karaites have come to consider the most logical understanding of the Hebrew word mamzer, which modern Rabbinical Jews understand to refer to either children born from adultery or from incest (Talmud Bavli, Masekhet Yevamot), to actually speak of a nation or people. Karaites think that such an understanding fits perfectly into the context of both Deuteronomy 23 and Zechariah 9, (and this was also the understanding of the Rabbinist commentator Yehudah ben Shemu’el ibn Bil‘am). Several Medieval Rabbinite Jewish sages felt it necessary to debate this topic with Medieval Karaite Jewish sages. Karaite Judaism defines the Four species (Arba`at haMinim) somewhat differently from how Rabbinic Jews do, i.e. (1) fruit of splendorous tree (Peri `Eṣ Hadar), which need not be the Etrog (yellow citrus fruit) demanded by rabbinic law, yet may be either any seasonal fruit tree considered splendorous by an individual Jew, or branches of olive trees featuring the olives, that were considered splendorous by the Judean Israelites in the generation of Nehemiah, as seen in Neḥemyah 8; (2) date palm fronds (Kappoth Temarim) instead of the closed palm frond used by Rabbinic Jews; (3) branches of thickly leaved trees (‘Eṣ ‘Avoth) which may be from fig, laurel and eucalyptus rather than myrtle branches only; and (4) willow branches (‘Aravoth Naḥal) e.g. maple, oak, yew and butternut, as opposed to the rabbinically dictated willow tree's boughs. Karaite Jews have always understood the Arba`at haMinim to be used for the purpose of constructing the roof of the Sukkah (pl. Sukkot); they are not made into a lulav and shaken in six directions, as is the rabbinic practice. In the Book of Nehemiah (8:15), the Israelites are instructed to construct their Sukkot out of the four species: olive branches and oil tree branches (fruit of splendorous tree), as well as date palm fronds, myrtle branches and branches of thickly leaved trees are mentioned in the same passage as materials for the Sukkah's construction. וַיִּמְצְאוּ, כָּתוּב בַּתּוֹרָה: אֲשֶׁר צִוָּה יהוה בְּיַד-מֹשֶׁה, אֲשֶׁר יֵשְׁבוּ בְנֵי-יִשְׂרָאֵל בַּסֻּכּוֹת בֶּחָג בַּחֹדֶשׁ הַשְׁבִיעִי. וַאֲשֶׁר יַשְׁמִיעוּ, וְיַעֲבִירוּ קוֹל בְּכָל-עָרֵיהֶם וּבִירוּשָׁלִַם לֵאמֹר—צְאוּ הָהָר וְהָבִיאוּ עֲלֵי-זַיִת וַעֲלֵי-עֵץ שֶׁמֶן, וַעֲלֵי הֲדַס וַעֲלֵי תְמָרִים וַעֲלֵי עֵץ עָבֹת: לַעֲשֹׂת סֻכֹּת, כַּכָּתוּב. And they found written in the Torah, how YHWH had commanded by Moses, that the children of Israel should dwell in Sukkot in the feast of the seventh month; and that they should publish and proclaim in all their cities, and in Jerusalem, saying: 'Go forth into the mountains, and fetch olive branches, and oil tree branches, and myrtle branches, and palm branches, and branches of thickly leaved trees, to make Sukkot, as it is written. — Nehemiah 8:14–15 Most Karaites follow patrilineal descent, meaning a Jew is either someone whose father is Jewish (since almost all Jewish descent in the Tanakh is traced patrilineally) or both of whose parents are Jews, or one who has undergone a formal conversion which entails circumcision for uncircumcised males and formally accepting the God of Israel as one's own God and the people of Israel as one's own people. In contrast, Eastern European Karaites traditionally believe both parents must be Karaites for an individual to be considered a Karaite. Historically, Karaite communities have both accepted and rejected the concept of giyyur. From 1465 until 2007, Egyptian Karaite communities had a ban on the acceptance of gentile converts. Rabbinical Jews, however, were not required to convert, rather they affiliate with a community or choose to follow Karaism. Egyptian Karaites believe that conversion to the Jewish people should be done after living among Jews (preferably Karaite) in the form of a vow (the dominant position among modern Karaites maintains that this oath should be taken before a Karaite Beit Din whose members act on the behalf of the Israeli Council of Sages); see Exodus 12:43–49, Ruth 1:16, Esther 8:17, and Isaiah 56:1–8 and studying the Tanakh. Also Ezekiel the prophet states that gerim ("sojourners") who have joined themselves to the Children of Israel will be given land inheritance among the tribes of Israel among whom they live during the final Redemption. Eastern European Karaite communities consider Karaism to be a separate ethno-religion entirely and mostly reject conversion, though there have historically been exceptions. In early 20th century Harbin, after the overthrow of Tsar Nicholas II, a local Karaite community begin to accept gentile converts after they were inspired by the dubious claim of a mass Khazar conversion to Karaism. Rabbinical Jews also had to convert to become Karaites in Eastern Europe, though this practice was notably rare. In the Middle Ages, some, such as the Karaite Jews in Greater Khorasan, viewed pronouncing the Tetragrammaton as a mitzvah because the name appears some 6800 times throughout the Tanakh. Today, publicly uttering the Tetragrammaton is a controversial issue among Karaites. Virtually all traditional Karaites view the pronunciation of God's name to be blasphemous, and adhere to the rabbinic tradition of substituting Adonai when coming across YHWH while reading. Other Karaites and some of those coming from a rabbinic background like Nehemia Gordon and Ḥakham Meir Rekhavi, as well as some joiners to the people of Israel through Karaite Judaism such as James Walker and Daniel ben Immanuel, do not consider the pronunciation of the Tetragrammaton to be forbidden. There is, however, disagreement among scholars as to the correct pronunciation of the Tetragrammaton. Writings Karaism has produced a vast library of commentaries and polemics, especially during its "Golden Age". These writings prompted new and complete defenses of the Mishnah and the Talmud, the culmination of these in the writings of Saadia Gaon and his criticisms of Karaism. Though he opposed Karaism, the rabbinic commentator Abraham ibn Ezra regularly quoted Karaite commentators, particularly Yefet ben Ali, to the degree that a legend exists among some Karaites[who?] that Ibn Ezra was ben Ali's student. The most well-known Karaite polemic is Yiṣḥaq ben Avraham of Troki's "Faith Strengthened" (חזוק אמונה‎), a comprehensive counter-Christian missionary polemic, which was later translated into Latin by Johann Christoph Wagenseil as part of a larger collection of Jewish anti-Christian polemics entitled Tela Ignea Satanæ, sive Arcani et Horribiles Judæorum Adversus Christum, Deum, et Christianam Religionem Libri (Altdorf, 1681: "The Fiery Darts of Satan, or the Arcane and Horrible Books of the Jews Against Christ, God, and the Christian Religion"). Many counter-missionary materials produced today are based upon or cover the same themes as this book. Scholarly studies of Karaite writings are still in their infancy, and owe greatly to the Firkovich collections of Karaite manuscripts in the National Library of Russia that have become accessible after the collapse of the Soviet Union. The cataloguing efforts of scholars at the Bibliothèque nationale de France and in the United States and England is continuing to yield new insights into Karaite literature and thought. Cuisine Karaite cuisine exhibits a profound influence from Egyptian culinary traditions alongside notable Ottoman-Turkish and Persian elements. The influence of Egyptian cuisine is evident in the adoption of dishes such as tamiyya (Egyptian-style falafel), fava beans, and mulukhiyah stew. Ottoman-Turkish elements include baba ghanoush (termed baba nouga in Karaite cuisine), pastirma, muhallebi and kunafeh, which in Karaite tradition, is prepared with nuts rather than cheese, aligning with earlier renditions of the dessert. Indications of Persian influence may be seen in the preparation of keshk, a rice and greens dish. Karaite cuisine features a unique noodle-making tradition, creating thin, handmade noodles called tigrinins, seasoned with a special Karaite za'atar blend that combines dried hyssop leaves and ground garlic, diverging from the more typical regional za'atar mix of hyssop, sumac and sesame. Matfunah is a type of frittata or quiche made with potatoes and onions, sometimes incorporating leftover Sabbath stew meat. The cuisine's characteristic spice blend, makleef, includes allspice, white pepper, black pepper, nutmeg, roses, cinnamon, and cloves, contributing to the flavor profiles of Karaite dishes. During the Festival of Matzot, as Karaites refer to Passover Eve, their observance is distinct: the Seder plate is absent, and blessings are specifically for matzot, maror, and grilled meat. The holiday's basic menu typically features roasted meat prepared on the grill, a salad of bitter herbs using chicory leaves enhanced with lemon juice and zest, and homemade crispy flatbreads. While traditionally Karaites abstain from wine on Passover because it is a fermented product, changes due to secularization and intermarriage have led some within the community to include wine in their Passover celebration. Karaites, Aharon Ben Mosheh Ben Asher, and the Masoretic Text Aaron ben Moses ben Asher (died c. 960) was a Jewish scholar from Tiberias, famous as the most authoritative of the Tiberian Masoretes, and a member of a family who had been involved in creating and maintaining the Masoretic Text (authoritative text of the Hebrew scripture), for at least five generations. His Tiberian vocalization of the Bible is still, for all intents and purposes, the text all Jews continue to use, and he was the first systematic Hebrew grammarian. His Sefer Diqduqei HaTe‘amim ("Grammar of the Punctuation/Vocalizations") was an original collection of grammatical rules and Masoretic information. Grammatical principles were not at that time considered worthy of independent study. The value of this work is that the grammatical rules presented by ben Asher reveal the linguistic background of vocalization for the first time. He had a tremendous influence on the world of Biblical criticism. In the nineteenth century, certain scholars suggested that Aharon Ben Asher might have been a Karaite and not a Rabbinic Jew. Aharon Dothan has examined this issue from many angles, and his conclusion is that Ben Asher was a Rabbinic Jew, but Raphael Zer has raised this issue again and presented new evidence. In 989, an unknown scribe of a former Nevi'im manuscript vouched for the care with which his copy was written by claiming that he had vocalized and added the Masoretic text "from the books that were vocalized by Aaron ben Moses Ben-Asher".[This quote needs a citation] Maimonides, by accepting the views of ben Asher in regard to open and closed sections, helped establish and spread his authority. "The book on which we have relied for these matters is the book that is well-known in Egypt, which includes twenty-four books, which was in Jerusalem for many years for the purpose of proofreading books from it. Everybody relied on it since Ben-Asher proofread it and scrutinized it for years, and proofread many times as he copied it. I relied on it when I wrote a Sefer Torah properly". Karaites today Estimates of the size of the modern Karaite movement put the number at 1,500 Karaites in the United States, some 80 Constantinopolitan Karaites in Turkey, and around 30,000 in Israel, the largest communities being in Ramla, Ashdod and Beersheba. There are around 1,800 in Europe, primarily in Ukraine , which has about 800 (without Crimea), 350 in Poland, 250 in Kazakhstan and 200 in Lithuania and Russia. Most of these communities have experienced serious decline in recent decades. During the early 1920s, a British mandate official in Jerusalem recorded visiting the Karaite synagogue, which he describes as being "small, mediaeval, semi-underground" serving "Jerusalem's tiny colony of Qaraites". In the early 1950s, the Chief Rabbinate of Israel originally objected to the immigration of Karaite Jews to Israel, and unsuccessfully tried to obstruct it.[citation needed] In 2007, however, Rabbi David Ḥayim Chelouche, the chief rabbi of Netayana was quoted in The Jerusalem Post as saying, "A Karaite is a Jew. We accept them as Jews and every one of them who wishes to come back [to mainstream Judaism] we accept back. There was once a question about whether Karaites needed to undergo a token circumcision in order to switch to Rabbinic Judaism, but the rabbinate agrees that today that is not necessary." Moshe Marzouk, one of the Egyptian Jews executed in 1954 for planting bombs in Cairo in the service of Israeli Military Intelligence (the Lavon Affair) was a Karaite. Marzouk was considered a hero in Israel; however, his Karaite identity was downplayed in newspapers, which simply described him as an Egyptian Jew. In 2001, the Israeli government, through the Israel Postal Authority, issued a special memorial sheet honoring him and many other Karaite Jews that gave their lives for Israel. In Israel, the Karaite Jewish leadership is directed by a group called Universal Karaite Judaism. Most of the members of its Board of "Ḥakhamim" are of Egyptian Jewish descent. The largest Karaite community today resides in Ashdod. There are about 1,500 Karaites living in the United States. The Congregation B'nai Israel is located in Daly City, California, which is a suburb of San Francisco. It is the only Karaite synagogue in the United States with a permanent dedicated facility. The leaders of the congregation are of Egyptian Karaite extraction. One notable congregant, Mark Kheder, the synagogue's treasurer, has described his internment in an Egyptian prisoner-of-war camp during the 1967 Six Day War. The congregation's acting Rav (Ḥakham), Joe Pessah, was also among those who were arrested by the Egyptian government. Another, much smaller congregation, Karaite Jewish Congregation Oraḥ Ṣaddiqim, exists in Albany, NY, but they have yet to find a permanent dedicated facility and, in the meantime, continue to use a room in the home of their Ḥakham, Avraham Ben-Raḥamiël Qanaï, as their temporary synagogue. On 1 August 2007, some members of the first graduating class of Karaite Jewish University were converts, representing the first new officially authorized members into Karaite Judaism in 542 years. At a ceremony in its Northern California synagogue, ten adults and four minors joined the Jewish people by taking the same oath that Ruth took. The group's course of study lasted over one year. This conversion came 15 years after the Karaite Council of Sages reversed its centuries-old ban on accepting converts. On 17 February 2009, a second graduating class of 11 adult and eight minor converts took the oath. There are about 80 Karaites living in Istanbul, Turkey, where the only Karaite synagogue in Turkey, the Kahal haKadosh Bene Mikra, is still functional (on Shabbat and holy days) in the Hasköy neighborhood in the European part of the city. In Poland, Karaites are a recognized minority, represented by the Association of Polish Karaites (Polish: Związek Karaimów Polskich) and the Karaite Religious Association in the Polish Republic (Polish: Karaimski Związek Religijny w Rzeczypospolitej Polskiej). Karaites live primarily in and around Warsaw, Wrocław and Tricity; they are linguistically assimilated. In 2016, the Religious Council of Karaite Jews unanimously reelected their chief rabbi, Rabbi Moshe Firrouz, for another four-year term. Firrouz has been serving as chief rabbi since 2011. Karaism in Rabbinic Jewish opinion Rabbinic Judaism's scholars, such as Maimonides, write that people who deny the divine authority of the Oral Torah are to be considered among the heretics. However, at the same time, Maimonides holds (Hilkhot Mamrim 3:3) that most of the Karaites and others who claim to deny the "oral teachings" are not to be held accountable for their errors in the law because they are led into error by their parents and are similar to a tinok shenishba (a captive baby), or to one who was forced. Rabbinic scholars have traditionally held that, because the Karaites do not observe the rabbinic law on divorce, there is a strong presumption that they are mamzerim (adulterine bastards), so that marriage with them is forbidden even if they return to Rabbinic Judaism. Some recent Ashkenazi Ḥaredi scholars have held that Karaites should be regarded as Gentiles in all respects, though this is not universally accepted. They hasten to add that this opinion is not intended to insult the Karaites, but only to give individual Karaites the option of integrating into mainstream Judaism by way of conversion. In contrast, in 1971, Ovadia Yosef, who was then the Chief Rabbi of the Sefaradim and ‘Edot HaMizraḥ of Israel, proclaimed that Egyptian Karaites are Jews and that it is permissible for Rabbinic Jews to marry with them.[citation needed] In response to the position taken by the Karaites in regards to the authority of the Talmud, Orthodox Judaism counters first that the majority of the Oral Law codified in the Mishnah and Talmud are the legal rulings of the last Sanhedrin, a body of 71 elders that made up the highest court of jurisprudence in ancient Israel, and that not all of the Oral Law are literally "Laws given to Moses on Mount Sinai". The decisions made by this High Court must be upheld, per the Law of Moses (Deuteronomy 17), thereby giving their legal rulings divine authority. Karaites reject the authority of this Sanhedrin that developed during the Second Temple period partly because it was an admixture of different people and not just priests and Levites as mandated by the Torah. The Sanhedrin also took legal authority away from the descendants of Zadok who served as priests in the Temple in Jerusalem. This is essentially the same view held by the Sadducees and Boethusians during the Second Temple period. Secondly, Rabbinic Judaism points to the innumerable examples of biblical commandments that are either too ambiguous or documented in such a concise fashion that proper adherence could not be enforced on a national scale without the further legislation provided by the Talmud. Karaites respond that the Torah itself states "this law I am commanding you is not too hard for you, neither is it far off. It is not in the heavens, to say, who shall ascend into the heavens and bring it to us, and cause us to understand it, that we do it?", indicating the Torah could easily be understood by the average Israelite. Examples cited in Rabbinic Judaism as laws requiring rabbinic explanation include: Orthodox Judaism also notes that the Torah was never meant to be observed as a personal covenant between the individual Jew and God, but a national covenant wherein the Torah functions as the constitution of Israel as a whole. Orthodox Jews[who?] point out that the Torah could never be enforced as a national law, as it was during the time of Joshua, King David, and Ezra, if every individual Jew had their own opinion on how to observe its commandments. In order for the Torah to properly govern the Jewish people, and for its laws be legally enforced with the punishments and penalties prescribed in the Torah, those laws must be legislated and clearly defined by a ruling Sanhedrin. Karaites[who?] counter that the enforcement of the Torah on a national scale can only be legislated by the descendants of Zadok in the Temple in Jerusalem as per the Torah (Deuteronomy 17) and prophets (Ezekiel 44), not by a collection of opinions by various rabbis. For Karaites, in sum, the rabbinic interpretations above, as codified in oral law, are only one form of interpretation. They are not divinely ordained, and they are neither binding halakha nor practical religious law. The child of a Karaite mother is regarded as halakhically Jewish by the Orthodox Rabbinate. By contrast, somebody who is patrilineally Jewish (one whose father is Jewish) is regarded as a Jew by the Mo′eṣet HaḤakhamim (the Karaite Council of Sages) on the condition that they were raised Jewish during childhood. Although it is widely accepted that Karaite Jews are halakhically Jewish (apparently with the exception of those who join the Jewish people through the Karaite movement), there is still a question as to whether or not marriage between the Karaite and Rabbinite communities is permitted. Two Sephardi chief rabbis, Eliyahu Bakshi-Doron and Ovadia Yosef encouraged such marriages, hoping it would help Karaites to assimilate into mainstream Judaism. Maimonides decreed that Jews raised in a Karaite household are considered to be Tinoq she'Nishba, like babies taken captive by non-Jews; they cannot be punished for their supposedly wayward behavior, because it is the result of their parents' influence. In 2013, The Economist reported, "rabbis working for Israel's ministry of religion deemed Karaite marriages invalid, fined their butchers for claiming to be kosher, and demanded that Karaites marrying Orthodox Jewish women should convert, sometimes having to undergo tavila, or baptism." The chief rabbinate's spokesman told The Economist that "Israel is a Jewish state and Jews have superior rights. But the Karaites are not Jewish." R. Moshe Firrouz, head of the Karaites' Council of Sages, protested, saying that "the rabbinate is denying us our religious freedom." See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Titan_(moon)] | [TOKENS: 8416]
Contents Titan (moon) Stratosphere:98.4% nitrogen (N2),1.4% methane (CH4),0.2% hydrogen (H2); Titan is the largest moon of Saturn and the second-largest in the Solar System. It is the only moon known to have a dense atmosphere—denser than Earth's—and is the only known object in the Solar System besides Earth with clear evidence of stable bodies of surface liquid. Titan is one of seven gravitationally rounded moons of Saturn and the second-most distant among them. Frequently described as a planet-like moon, Titan is 48.16% larger in diameter than Earth's Moon and 80% more massive. It is the second-largest moon in the Solar System after Jupiter's Ganymede and is larger than Mercury; yet Titan is only 40% as massive as Mercury, because Mercury is mainly iron and rock while much of Titan is mostly ice, which is less dense. Discovered in 1655 by the Dutch astronomer Christiaan Huygens, Titan was the first known moon of Saturn and the sixth known planetary satellite (after Earth's moon and the four Galilean moons of Jupiter). Titan orbits Saturn at 20 Saturn radii or 1,200,000 km above Saturn's apparent surface. From Titan's surface, Saturn, disregarding its rings, subtends an arc of 5.09 degrees, and when viewed from above its thick atmospheric haze it would appear 11.4 times larger in the sky, in diameter, than the Moon from Earth, which subtends 0.48° of arc. Titan is primarily composed of ice and rocky material, with a rocky core surrounded by various layers of ice, including a crust of ice Ih and a subsurface layer of ammonia-rich liquid water. Much as with Venus before the Space Age, the dense opaque atmosphere prevented understanding of Titan's surface until the Cassini–Huygens mission in 2004 provided new information, including the discovery of liquid hydrocarbon lakes in Titan's polar regions and the discovery of its atmospheric super-rotation. The geologically young surface is generally smooth, with few impact craters, although mountains and several possible cryovolcanoes have been found. The atmosphere of Titan is mainly nitrogen and methane; minor components lead to the formation of hydrocarbon clouds and heavy organonitrogen haze. Its climate—including wind and rain—creates surface features similar to those of Earth, such as dunes, rivers, lakes, seas (probably of liquid methane and ethane), and deltas, and is dominated by seasonal weather patterns as on Earth. With its liquids (both surface and subsurface) and robust nitrogen atmosphere, Titan's methane cycle nearly resembles Earth's water cycle, albeit at a much lower temperature of about 94 K (−179 °C; −290 °F). Due to these factors, Titan is sometimes called the most Earth-like celestial object in the Solar System. Discovery and naming The Dutch astronomer Christiaan Huygens discovered Titan on March 25, 1655. Fascinated by Galileo's 1610 discovery of Jupiter's four largest moons and his advancements in telescope technology, Huygens, with the help of his elder brother Constantijn Huygens Jr., began building telescopes around 1650 and discovered the first observed moon orbiting Saturn with one of the telescopes they built. Huygens named his discovery Saturni Luna (or Luna Saturni, Latin for "moon of Saturn"), publishing in the 1655 tract De Saturni Luna Observatio Nova (A New Observation of Saturn's Moon). After Giovanni Domenico Cassini published his discoveries of four more moons of Saturn between 1673 and 1686, astronomers began referring to these and Titan as Saturn I through V (with Titan then in fourth position). Other early epithets for Titan include "Saturn's ordinary satellite." The International Astronomical Union officially numbers Titan as "Saturn VI." The name Titan, and the names of all seven satellites of Saturn then known, came from John Herschel (son of William Herschel, discoverer of two other Saturnian moons, Mimas and Enceladus), in his 1847 publication Results of Astronomical Observations Made during the Years 1834, 5, 6, 7, 8, at the Cape of Good Hope. Numerous small moons have been discovered around Saturn since then. Saturnian moons are named after mythological giants. The name Titan comes from the Titans, a race of immortals in Greek mythology. Planetary moons other than Earth's were never given symbols in the astronomical literature. Denis Moskowitz, a software engineer who designed most of the dwarf planet symbols, proposed a Greek tau (the initial of Titan) combined with the crook of the Saturn symbol as the symbol of Titan (). This symbol is not widely used. Formation The regular moons of Jupiter and Saturn likely formed via co-accretion, similar to the process believed to have formed the planets in the Solar System. As the young gas giants formed, they were surrounded by discs of material that gradually coalesced into moons. While the four Galilean moons of Jupiter exist in highly regular, planet-like orbits, Titan overwhelmingly dominates Saturn's system and has a high orbital eccentricity not immediately explained by co-accretion alone. A proposed model for the formation of Titan is that Saturn's system began with a group of moons similar to Jupiter's Galilean moons, but that they were disrupted by a series of giant impacts, which would go on to form Titan. Saturn's mid-sized moons, such as Iapetus and Rhea, were formed from the debris of these collisions. Such a violent beginning would also explain Titan's orbital eccentricity. A 2014 analysis of Titan's atmospheric nitrogen suggested that it was possibly sourced from material similar to that found in the Oort cloud and not from sources present during the co-accretion of materials around Saturn. Orbit and rotation Titan orbits Saturn once every 15 days and 22 hours. Like Earth's Moon and many of the satellites of the giant planets, Titan is tidally locked in synchronous rotation with Saturn, and permanently shows one face to the planet. Consequently, its rotational period, or day, is identical to its orbital period. Longitudes on Titan are measured westward, starting from the prime meridian defined as passing through the centre of this face. Its orbital eccentricity is 0.0288, and the orbital plane is inclined 0.33 degrees relative to the Saturnian equator. The small and irregularly shaped satellite Hyperion is locked in a 3:4 orbital resonance with Titan—that is, Hyperion orbits three times for every four times Titan orbits. Hyperion probably formed in a stable orbital island, whereas the massive Titan absorbed or ejected any other bodies that made close approaches. Bulk characteristics Titan is 5,149.46 km (3,199.73 mi) in diameter; it is 6% larger than the planet Mercury and 50% larger than Earth's Moon. Titan is the tenth-largest object known in the Solar system, including the Sun. Before the arrival of Voyager 1 in 1980, Titan was thought to be slightly larger than Ganymede, which has a diameter 5,262 km (3,270 mi), and thus the largest moon in the Solar System. This was an overestimation caused by Titan's dense, opaque atmosphere, with a haze layer 100–200 km above its surface. This increases its apparent diameter. Titan's diameter and mass (and thus its density) are similar to those of the Jovian moons Ganymede and Callisto. Based on its bulk density of 1.881 g/cm3, Titan's composition is 40–60% rock, with the rest being water ice and other materials.: 30 Titan is probably partially differentiated into distinct layers with a 3,400 km (2,100 mi) rocky center. This rocky center is believed to be surrounded by several layers composed of different crystalline forms of ice, and/or water. The exact structure depends heavily on the heat flux from within Titan itself, which is poorly constrained. The interior may still be hot enough for a liquid layer consisting of a "magma" composed of water and ammonia between the ice Ih crust and deeper ice layers made of high-pressure forms of ice. The heat flow from inside Titan may even be too high for high pressure ices to form, with the outermost layers instead consisting primarily of liquid water underneath a surface crust. The presence of ammonia allows water to remain liquid even at a temperature as low as 176 K (−97 °C) (for eutectic mixture with water). The Cassini probe discovered evidence for the layered structure in the form of natural extremely-low-frequency radio waves in Titan's atmosphere. Titan's surface is thought to be a poor reflector of extremely-low-frequency radio waves, so they may instead be reflecting off the liquid–ice boundary of a subsurface ocean. Surface features were observed by the Cassini spacecraft to systematically shift by up to 30 km (19 mi) between October 2005 and May 2007, which suggests that the crust is decoupled from the interior, and provides additional evidence for an interior liquid layer. Further supporting evidence for a liquid layer and ice shell decoupled from the solid core comes from the way the gravity field varies as Titan orbits Saturn. Comparison of the gravity field with the RADAR-based topography observations also suggests that the ice shell may be substantially rigid. Atmosphere Titan is the only moon in the Solar System with an atmosphere denser than Earth's, with a surface pressure of 1.448 atm,: 834 and it is one of only two moons whose atmospheres are able to support clouds, hazes, and weather—the other being Neptune's moon Triton.: 872 The presence of a significant atmosphere was first suspected by astronomer Josep Comas i Solà, who observed distinct limb darkening on Titan in 1903. Due to the extensive, hazy atmosphere, Titan was once thought to be the largest moon in the Solar System until the Voyager missions revealed that Ganymede is slightly larger.: 831 The haze also shrouded Titan's surface from view, so direct images of its surface could not be taken until the Cassini–Huygens mission in 2004. The primary constituents of Titan's atmosphere are nitrogen, methane, and hydrogen.: 243 The precise atmospheric composition varies depending on altitude and latitude due to methane cycling between a gas and a liquid in Titan's lower atmosphere—the methane cycle. Nitrogen is the most abundant gas, with a concentration of around 98.6% in the stratosphere that decreases to 95.1% in the troposphere. Direct observations by the Huygens probe determined that methane concentrations are highest near the surface, with a concentration of 4.92% that remains relatively constant up to 8 km (5.0 mi) above the surface. Methane concentrations then gradually decrease with increasing altitude, down to a concentration of 1.41% in the stratosphere.: 243–244 Methane also increases in concentration near Titan's winter pole, probably due to evaporation from the surface in high-latitude regions.: 385 Hydrogen is the third-most abundant gas, with a concentration of around 0.1%.: 243 There are trace amounts of other hydrocarbons, such as ethane, diacetylene, methylacetylene, acetylene, and propane, and other gases, such as cyanoacetylene, hydrogen cyanide, carbon dioxide, carbon monoxide, cyanogen, argon, and helium. The hydrocarbons are thought to form in Titan's upper atmosphere in reactions resulting from the breakup of methane by the Sun's ultraviolet light, producing a thick orange smog. Energy from the Sun should have converted all traces of methane in Titan's atmosphere into more complex hydrocarbons within 50 million years—a short time compared to the age of the Solar System. This suggests that methane must be replenished by a reservoir on or within Titan itself. The ultimate origin of the methane in its atmosphere may be its interior, released via eruptions from cryovolcanoes. On April 3, 2013, NASA reported that complex organic chemicals, collectively called tholins, likely arise on Titan, based on studies simulating the atmosphere of Titan. On June 6, 2013, scientists at the IAA-CSIC reported the detection of polycyclic aromatic hydrocarbons in the upper atmosphere of Titan. On September 30, 2013, propene was detected in the atmosphere of Titan by NASA's Cassini spacecraft, using its composite infrared spectrometer (CIRS). This is the first time propene has been found on any moon or planet other than Earth and is the first chemical found by the CIRS. The detection of propene fills a mysterious gap in observations that date back to NASA's Voyager 1 spacecraft's first close planetary flyby of Titan in 1980, during which it was discovered that many of the gases that make up Titan's brown haze were hydrocarbons, theoretically formed via the recombination of radicals created by the Sun's ultraviolet photolysis of methane. Titan's surface temperature is about 94 K (−179.2 °C). At this temperature, water ice has an extremely low vapor pressure, so the little water vapor present appears limited to the stratosphere. Titan receives about 1% as much sunlight as Earth. Before sunlight reaches the surface, about 90% has been absorbed by the thick atmosphere, leaving only 0.1% of the amount of light Earth receives. Atmospheric methane creates a greenhouse effect on Titan's surface, without which Titan would be much colder. Conversely, haze in Titan's atmosphere contributes to an anti-greenhouse effect by absorbing sunlight, canceling a portion of the greenhouse effect and making its surface significantly colder than its upper atmosphere. Titan's clouds, probably composed of methane, ethane or other simple organics, are scattered and variable, punctuating the overall haze. The findings of the Huygens probe indicate that Titan's atmosphere periodically rains liquid methane and other organic compounds onto its surface. Clouds typically cover 1% of Titan's disk, though outburst events have been observed in which the cloud cover rapidly expands to as much as 8%. One hypothesis asserts that the southern clouds are formed when heightened levels of sunlight during the southern summer generate uplift in the atmosphere, resulting in convection. This explanation is complicated by the fact that cloud formation has been observed not only after the southern summer solstice but also during mid-spring. Increased methane humidity at the south pole possibly contributes to the rapid increases in cloud size. It was summer in Titan's southern hemisphere until 2010, when Saturn's orbit, which governs Titan's motion, moved Titan's northern hemisphere into the sunlight. When the seasons switch, it is expected that ethane will begin to condense over the south pole. Surface features The surface of Titan has been described as "complex, fluid-processed, [and] geologically young". Titan has been around since the Solar System's formation, but its surface is much younger, between 100 million and 1 billion years old. Geological processes may have reshaped Titan's surface. Titan's atmosphere is four times as thick as Earth's, making it difficult for astronomical instruments to image its surface in the visible light spectrum. The Cassini spacecraft used infrared instruments, radar altimetry and synthetic aperture radar (SAR) imaging to map portions of Titan during its close fly-bys. The first images revealed a diverse geology, with both rough and smooth areas. There are features that may be volcanic in origin, disgorging water mixed with ammonia onto the surface. There is also evidence that Titan's ice shell may be substantially rigid, which would suggest little geologic activity. There are also streaky features, some of them hundreds of kilometers in length, that appear to be caused by windblown particles. Examination has also shown the surface to be relatively smooth; the few features that seem to be impact craters appeared to have been partially filled in, perhaps by raining hydrocarbons or cryovolcanism. Radar altimetry suggests topographical variation is low, typically no more than 150 meters. Occasional elevation changes of 500 meters have been discovered and Titan has mountains that sometimes reach several hundred meters to more than one kilometer in height. Titan's surface is marked by broad regions of bright and dark terrain. These include Xanadu, a large, reflective equatorial area about the size of Australia. It was first identified in infrared images from the Hubble Space Telescope in 1994, and later viewed by the Cassini spacecraft. The convoluted region is filled with hills and cut by valleys and chasms. It is criss-crossed in places by dark lineaments—sinuous topographical features resembling ridges or crevices. These may represent tectonic activity, which would indicate that Xanadu is geologically young. Alternatively, the lineaments may be liquid-formed channels, suggesting old terrain that has been cut through by stream systems. There are dark areas of similar size elsewhere on Titan, observed from the ground and by Cassini; at least one of these, Ligeia Mare, Titan's second-largest sea, is almost a pure methane sea. Following the Voyager flybys, Titan was confirmed to have an atmosphere capable of supporting liquid hydrocarbons on its surface. However, the first tentative detection only came in 1995, when data from the Hubble Space Telescope and radar observations suggested expansive hydrocarbon lakes, seas, or oceans. The existence of liquid hydrocarbons on Titan was finally confirmed in situ by the Cassini orbiter, with the Cassini mission team announcing "definitive evidence of the presence of lakes filled with liquid methane on Saturn's moon Titan" in January 2007. The observed lakes and seas of Titan are largely restricted to its polar regions, where colder temperatures allow the presence of permanent liquid hydrocarbons.: 58 Near Titan's north pole are Kraken Mare, the largest sea; Ligeia Mare, the second-largest sea; and Punga Mare, each filling broad depressions and cumulatively representing roughly 80% of Titan's sea and lake coverage — 691,000 km2 (267,000 sq mi) combined.: 60 All three maria's sea levels are similar, suggesting that they may be hydraulically connected. The southern polar region, meanwhile, hosts four dry broad depressions, potentially representing dried-up seabeds. Additional smaller lakes occupy Titan's polar regions, covering a cumulative surface area of 215,000 km2 (83,000 sq mi). Lakes in Titan's lower-latitude and equatorial regions have been proposed, though none have been confirmed; seasonal or transient equatorial lakes may pool following large rainstorms.: 60 Cassini RADAR data has been used to conduct bathymetry of Titan's seas and lakes. Using detected subsurface reflections, the measured maximum depth of Ligeia Mare is roughly 200 metres (660 ft), and that of Ontario Lacus is roughly 90 metres (300 ft).: 67–70 Titan's lakes and seas are dominated by methane (CH4), with smaller amounts of ethane (C2H6) and dissolved nitrogen (N2). The fraction of these components varies across different bodies: observations of Ligeia Mare are consistent with 71% CH4, 12% C2H6, and 17% N2 by volume; whilst Ontario Lacus is consistent with 49% CH4, 41% C2H6, and 10% N2 by volume. As Titan is synchronously locked with Saturn, there exists a permanent tidal bulge of roughly 100 metres (330 ft) at the sub- and anti-Saturnian points. Titan's orbital eccentricity means that tidal acceleration varies by 9%, though the long orbital period means that these tidal cycles are very gradual.: 70–71 A team of researchers led by Ralph D. Lorenz evaluated that the tidal range of Titan's major seas are around 0.2–0.8 metres (0.66–2.62 ft).: 12 In July 2025, NASA researchers published a study identifying cell-like compartments called vesicles, needed to form the precursors of living cells, could form in the lakes of Titan. Astrobiologists theorize that liquid hydrocarbons could allow molecules needed for life to form. Understanding such a process could shed light on the mystery of how life emerged on Earth. Through Cassini RADAR mapping of Titan's surface, numerous landforms have been interpreted as candidate cryovolcanic and tectonic features by multiple authors.: 14 A 2016 analysis of mountainous ridges on Titan revealed that ridges are concentrated in Titan's equatorial regions, implying that ridges either form more frequently in or are better preserved in low-latitude regions. The ridges—primarily oriented east to west—are linear to arcuate in shape, with the authors of the analysis comparing them to terrestrial fold belts indicative of horizontal compression or convergence. They note that the global distribution of Titan's ridges could be indicative of global contraction, with a thickened ice shell causing regional uplift.: 23–25 The identification of cryovolcanic features on Titan remains controversial and inconclusive, primarily due to limitations of Cassini imagery and coverage. Cassini RADAR and VIMS imagery revealed several candidate cryovolcanic features, particularly flow-like terrains in western Xanadu and steep-sided lakes in the northern hemisphere that resemble maar craters on Earth, which are created by explosive subterranean eruptions. The likeliest cryovolcano features is a complex of landforms that includes two mountains, Doom Mons and Erebor Mons; a large depression, Sotra Patera; and a system of flow-like features, Mohini Fluctus. Between 2005 and 2006, parts of Sotra Patera and Mohini Fluctus became significantly brighter whilst the surrounding plains remained unchanged, potentially indicative of ongoing cryovolcanic activity.: 21–23 Indirect lines of evidence for cryovolcanism include the presence of Argon-40 in Titan's atmosphere. Radiogenic 40Ar is sourced from the decay of 40K, and has likely been produced within Titan over the course of billions of years within its rocky core. 40Ar's presence in Titan's atmosphere is thus supportive of active geology on Titan, with cryovolcanism being one possible method of bringing the isotope up from the interior. Titan's surface has comparatively few impact craters, with erosion, tectonics, and cryovolcanism possibly working to erase them over time. Compared to the craters of similarly sized and structured Ganymede and Callisto, those of Titan are much shallower. Many have dark floors of sediment; geomorphological analysis of impact craters largely suggests that erosion and burial are the primary mechanisms of crater modification.: 2 Titan's craters are also not evenly distributed, as the polar regions are almost devoid of any identified craters whilst the majority are located in the equatorial dune fields. This inequality may be the result of oceans that once occupied Titan's poles, polar sediment deposition by past rainfall, or increased rates of erosion in the polar regions.: 19 The majority of Titan's surface is covered by plains. Of the several types of plains observed, the most extensive are the Undifferentiated Plains that encompass vast, radar-dark uniform regions.: 15 These mid-latitude plains—located largely between 20 and 60° north or south—appear younger than all major geological features except dunes and several craters.: 177 The Undifferentiated Plains likely were formed by wind-driven processes and composed of organic-rich sediment.: 180 Another extensive type of terrain on Titan are sand dunes, grouped together into vast dune fields or "sand seas" located within 30° north or south. Titanian dunes are typically 1–2 km (0.62–1.24 mi) wide and spaced 1–4 km (0.62–2.49 mi) apart, with some individual dunes over 100 km (62 mi) in length. Limited radar-derived height data suggests that the dunes are 80–130 metres (260–430 ft) tall, with the dunes appearing dark in Cassini SAR imagery. Interactions between the dunes and obstacle features, such as mountains, indicate that sand is generally transported in a west-to-east direction. The sand that constructs the dunes is dominated by organic material, probably from Titan's atmosphere; possible sources of sand include river channels or the Undifferentiated Plains.: 16–18 Observation and exploration Titan is never visible to the naked eye, but can be observed through small telescopes or strong binoculars. Amateur observation is difficult because of the proximity of Titan to Saturn's brilliant globe and ring system; an occulting bar, covering part of the eyepiece and used to block the bright planet, greatly improves viewing. Titan has a maximum apparent magnitude of +8.2, and mean opposition magnitude 8.4. This compares to +4.6 for the similarly sized Ganymede, in the Jovian system. Observations of Titan prior to the space age were limited. In 1907 astronomer Josep Comas i Solà observed limb darkening of Titan, the first evidence that the body has an atmosphere. In 1944 Gerard P. Kuiper used a spectroscopic technique to detect an atmosphere of methane. The first probe to visit the Saturnian system was Pioneer 11 in 1979, which revealed that Titan was probably too cold to support life. It took images of Titan, including Titan and Saturn together in mid to late 1979. The quality was soon surpassed by the two Voyagers. Titan was examined by both Voyager 1 and 2 in 1980 and 1981, respectively. Voyager 1's trajectory was designed to provide an optimized Titan flyby, during which the spacecraft was able to determine the density, composition, and temperature of the atmosphere, and obtain a precise measurement of Titan's mass. Atmospheric haze prevented direct imaging of the surface, though in 2004 intensive digital processing of images taken through Voyager 1's orange filter did reveal hints of the light and dark features now known as Xanadu and Shangri-la, which had been observed in the infrared by the Hubble Space Telescope. Voyager 2, which would have been diverted to perform the Titan flyby if Voyager 1 had been unable to, did not pass near Titan and continued on to Uranus and Neptune.: 94 The Cassini–Huygens spacecraft reached Saturn on July 1, 2004, and began the process of mapping Titan's surface by radar. A joint project of the European Space Agency (ESA) and NASA, Cassini–Huygens proved a very successful mission. The Cassini probe flew by Titan on October 26, 2004, and took the highest-resolution images ever of Titan's surface, at only 1,200 km (750 mi), discerning patches of light and dark that would be invisible to the human eye. On July 22, 2006, Cassini made its first targeted, close fly-by at 950 km (590 mi) from Titan; the closest flyby was at 880 km (550 mi) on June 21, 2010. Liquid has been found in abundance on the surface in the north polar region, in the form of many lakes and seas discovered by Cassini. Huygens was an atmospheric probe that touched down on Titan on January 14, 2005, discovering that many of its surface features seem to have been formed by fluids at some point in the past. Titan is the most distant body from Earth to have a space probe land on its surface. The Huygens probe landed just off the easternmost tip of a bright region now called Adiri. The probe photographed pale hills with dark "rivers" running down to a dark plain. Current understanding is that the hills (also referred to as highlands) are composed mainly of water ice. Dark organic compounds, created in the upper atmosphere by the ultraviolet radiation of the Sun, may rain from Titan's atmosphere. They are washed down the hills with the methane rain and are deposited on the plains over geological time scales. After landing, Huygens photographed a dark plain covered in small rocks and pebbles, which are composed of water ice. The two rocks just below the middle of the image on the right are smaller than they may appear: the left-hand one is 15 centimeters across, and the one in the center is 4 centimeters across, at a distance of about 85 centimeters from Huygens. There is evidence of erosion at the base of the rocks, indicating possible fluvial activity. The ground surface is darker than originally expected, consisting of a mixture of water and hydrocarbon ice. In March 2007, NASA, ESA, and COSPAR decided to name the Huygens landing site the Hubert Curien Memorial Station in memory of the former president of the ESA. The Dragonfly mission, developed and operated by the Johns Hopkins Applied Physics Laboratory, is scheduled to launch in July 2028. It consists of a large drone powered by an RTG to fly in the atmosphere of Titan as New Frontiers 4. Its instruments will study how far prebiotic chemistry may have progressed. The mission is planned to arrive at Titan in the mid-2030s. There have been several conceptual missions proposed in recent years for returning a robotic space probe to Titan. Initial conceptual work has been completed for such missions by NASA (and JPL), and ESA. At present, none of these proposals have become funded missions. The Titan Saturn System Mission (TSSM) was a joint NASA/ESA proposal for exploration of Saturn's moons. It envisions a hot-air balloon floating in Titan's atmosphere for six months. It was competing against the Europa Jupiter System Mission (EJSM) proposal for funding. In February 2009 it was announced that ESA/NASA had given the EJSM mission priority ahead of the TSSM. The proposed Titan Mare Explorer (TiME) was a low-cost lander that would splash down in Ligeia Mare in Titan's northern hemisphere. The probe would float whilst investigating Titan's hydrocarbon cycle, sea chemistry, and Titan's origins. It was selected for a Phase-A design study in 2011 as a candidate mission for the 12th NASA Discovery Program opportunity, but was not selected for flight. Another mission to Titan proposed in early 2012 by Jason Barnes, a scientist at the University of Idaho, is the Aerial Vehicle for In-situ and Airborne Titan Reconnaissance (AVIATR): an uncrewed plane (or drone) that would fly through Titan's atmosphere and take high-definition images of the surface of Titan. NASA did not approve the requested $715 million, and the future of the project is uncertain. A conceptual design for another lake lander was proposed in late 2012 by the Spanish-based private engineering firm SENER and the Centro de Astrobiología in Madrid. The concept probe is called Titan Lake In-situ Sampling Propelled Explorer (TALISE). The major difference compared to the TiME probe would be that TALISE is envisioned with its own propulsion system and would therefore not be limited to simply drifting on the lake when it splashes down. A Discovery Program contestant for its mission #13 is Journey to Enceladus and Titan (JET), an astrobiology Saturn orbiter that would assess the habitability potential of Enceladus and Titan. In 2015, the NASA Innovative Advanced Concepts program (NIAC) awarded a Phase II grant to a design study of a Titan Submarine to explore the seas of Titan. Prebiotic conditions and life Titan is thought to be a prebiotic environment rich in complex organic compounds, but its surface is in a deep freeze at −179 °C (−290.2 °F; 94.1 K) so it is currently understood that life cannot exist on the moon's frigid surface. However, Titan seems to contain a global ocean beneath its ice shell, and within this ocean, conditions are potentially suitable for microbial life. The Cassini–Huygens mission was not equipped to provide evidence for biosignatures or complex organic compounds; it showed an environment on Titan that is similar, in some ways, to ones hypothesized for the primordial Earth. Scientists surmise that the atmosphere of early Earth was similar in composition to the current atmosphere on Titan, with the important exception of a lack of water vapor on Titan. The Miller–Urey experiment and several following experiments have shown that with an atmosphere similar to that of Titan and the addition of UV radiation, complex molecules and polymer substances like tholins can be generated. The reaction starts with dissociation of nitrogen and methane, forming hydrogen cyanide and acetylene. Further reactions have been studied extensively. It has been reported that when energy was applied to a combination of gases like those in Titan's atmosphere, five nucleotide bases, the building blocks of DNA and RNA, were among the many compounds produced. In addition, amino acids—the building blocks of protein—were found. It was the first time nucleotide bases and amino acids had been found in such an experiment without liquid water being present. Laboratory simulations have led to the suggestion that enough organic material exists on Titan to start a chemical evolution analogous to what is thought to have started life on Earth. The analogy assumes the presence of liquid water for longer periods than is currently observable; several hypotheses postulate that liquid water from an impact could be preserved under a frozen isolation layer. It has also been hypothesized that liquid-ammonia oceans could exist deep below the surface. Another model suggests an ammonia–water solution as much as 200 km (120 miles) deep beneath a water-ice crust with conditions that, although extreme by terrestrial standards, are such that life could survive. Heat transfer between the interior and upper layers would be critical in sustaining any subsurface oceanic life. Detection of microbial life on Titan would depend on its biogenic effects, with the atmospheric methane and nitrogen examined. It has been speculated that life could exist in the lakes of liquid methane on Titan, just as organisms on Earth live in water. Such organisms would inhale H2 in place of O2, metabolize it with acetylene instead of glucose, and exhale methane instead of carbon dioxide. However, such hypothetical organisms would be required to metabolize at a deep freeze temperature of −179.2 °C (−290.6 °F; 94.0 K). All life forms on Earth (including methanogens) use liquid water as a solvent; it is speculated that life on Titan might instead use a liquid hydrocarbon, such as methane or ethane, although water is a stronger solvent than methane. Water is also more chemically reactive, and can break down large organic molecules through hydrolysis. A life form whose solvent was a hydrocarbon would not face the risk of its biomolecules being destroyed in this way. In 2005, astrobiologist Chris McKay argued that if methanogenic life did exist on the surface of Titan, it would likely have a measurable effect on the mixing ratio in the Titan troposphere: levels of hydrogen and acetylene would be measurably lower than otherwise expected. Assuming metabolic rates similar to those of methanogenic organisms on Earth, the concentration of molecular hydrogen would drop by a factor of 1000 on the Titanian surface solely due to a hypothetical biological sink. McKay noted that, if life is indeed present, the low temperatures on Titan would result in very slow metabolic processes, which could conceivably be hastened by the use of catalysts similar to enzymes. He also noted that the low solubility of organic compounds in methane presents a more significant challenge to any possible form of life. Forms of active transport, and organisms with large surface-to-volume ratios could theoretically lessen the disadvantages posed by this fact. In 2010, Darrell Strobel, from Johns Hopkins University, identified a greater abundance of molecular hydrogen in the upper atmospheric layers of Titan compared to the lower layers, arguing for a downward flow at a rate of roughly 1028 molecules per second and disappearance of hydrogen near Titan's surface; as Strobel noted, his findings were in line with the effects McKay had predicted if methanogenic life-forms were present. The same year, another study showed low levels of acetylene on Titan's surface, which were interpreted by McKay as consistent with the hypothesis of organisms consuming hydrocarbons. Although restating the biological hypothesis, he cautioned that other explanations for the hydrogen and acetylene findings are more likely: the possibilities of yet unidentified physical or chemical processes (e.g. a surface catalyst accepting hydrocarbons or hydrogen), or flaws in the current models of material flow. Composition data and transport models need to be substantiated, etc. Even so, despite saying that a non-biological catalytic explanation would be less startling than a biological one, McKay noted that the discovery of a catalyst effective at 95 K (−180 °C) would still be significant. With regards to the acetylene findings, Mark Allen, the principal investigator with the NASA Astrobiology Institute Titan team, provided a speculative, non-biological explanation: sunlight or cosmic rays could transform the acetylene in icy aerosols in the atmosphere into more complex molecules that would fall to the ground with no acetylene signature. As NASA notes in its news article on the June 2010 findings: "To date, methane-based life forms are only hypothetical. Scientists have not yet detected this form of life anywhere." As the NASA statement also says: "some scientists believe these chemical signatures bolster the argument for a primitive, exotic form of life or precursor to life on Titan's surface." In February 2015, a hypothetical cell membrane capable of functioning in liquid methane at cryogenic temperatures (deep freeze) conditions was modeled. Composed of small molecules containing carbon, hydrogen, and nitrogen, it would have the same stability and flexibility as cell membranes on Earth, which are composed of phospholipids, compounds of carbon, hydrogen, oxygen, and phosphorus. This hypothetical cell membrane was termed an "azotosome", a combination of "azote", French for nitrogen, and "liposome". Barriers to azotosome formation may be present based of thermodynamic calculations, however a newer proposed formation mechanism may have overcome these objections. Despite these biological possibilities, there are formidable obstacles to life on Titan, and any analogy to Earth is inexact. At a vast distance from the Sun, Titan is frigid, and its atmosphere lacks CO2. At Titan's surface, water exists only in solid form. Because of these difficulties, scientists such as Jonathan Lunine have viewed Titan less as a likely habitat for life than as an experiment for examining hypotheses on the conditions that prevailed prior to the appearance of life on Earth. Although life itself may not exist, the prebiotic conditions on Titan and the associated organic chemistry remain of great interest in understanding the early history of the terrestrial biosphere. Using Titan as a prebiotic experiment involves not only observation through spacecraft, but laboratory experiments, and chemical and photochemical modeling on Earth. It is hypothesized that large asteroid and cometary impacts on Earth's surface may have caused fragments of microbe-laden rock to escape Earth's gravity, suggesting the possibility of panspermia. Calculations indicate that these would encounter many of the bodies in the Solar System, including Titan. On the other hand, Jonathan Lunine has argued that any living things in Titan's cryogenic hydrocarbon lakes would need to be so different chemically from Earth life that it would not be possible for one to be the ancestor of the other. Conditions on Titan could become far more habitable in the far future. Five billion years from now, as the Sun becomes a sub-red giant, its surface temperature could rise enough for Titan to support liquid water on its surface, making it habitable. As the Sun's ultraviolet output decreases, the haze in Titan's upper atmosphere will be depleted, lessening the anti-greenhouse effect on the surface and enabling the greenhouse created by atmospheric methane to play a far greater role. These conditions together could create a habitable environment, and could persist for several hundred million years. This is proposed to have been sufficient time for simple life to spawn on Earth, though the higher viscosity of ammonia-water solutions coupled with low temperatures would cause chemical reactions to proceed more slowly on Titan. See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Random_encounter] | [TOKENS: 997]
Contents Random encounter A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like Dragon Quest, Pokémon, and the Final Fantasy series. Role-playing games Random encounters—sometimes called wandering monsters—were a feature of Dungeons & Dragons from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the gamemaster by rolling dice against a random encounter table. The tables are usually based on terrain (and/or time/weather), and have a chance for differing encounters with different numbers or types of creatures. The results may be modified by other tables, such as whether the encounter is friendly, neutral or hostile. GMs are often encouraged to make their own tables. Specific adventures often have specific tables for locations, like a temple's hallways. Wandering monsters are often used to wear down player characters and force them to use up consumable resources, such as hit points, magic spells and healing potions, as a way of punishing them for spending too much time in a dangerous area. Video games Random encounters were incorporated into early role-playing video games and have been common throughout the genre. Placed and random encounters were both used in 1981s Wizardry and by the mid-1980s, random encounters made up the bulk of battles in genre-defining games such as Dragon Warrior, Final Fantasy, and The Bard's Tale. Random encounters happen when the player is traversing the game world (often through the use of a "world map" or overworld). Most often, the player encounters enemies to battle, but occasionally friendly or neutral characters can appear, with whom the player might interact differently than with enemies. Random encounters are random in the respect that players cannot anticipate the exact moment of encounter or what will be encountered, as the occurrence of the event is based on factors such as programmed probabilities; Pseudo-random number generators create the sequence of numbers used to determine if an encounter will happen. The form and frequency can vary depending on a number of factors, such as where the player is located in the game world and the statistics of the player character. In some games, items can be found to increase or decrease the frequency of random encounters, even to eliminate them outright, or increase the odds of having a particular encounter. Random encounters often occur more frequently in dungeons, caves, forests, deserts, and swamps than in open plains. The simplest sort of random encounter algorithm would be as follows: The problem with this algorithm is that random encounters occur "too" randomly for the tastes of most players, as there will be "droughts" and "floods" in their distribution. Random encounters in rapid succession are considered undesirable as they lead to the player's perception of getting "bogged down", but with the simple algorithm, it is possible to have an encounter from taking only one step after an encounter. The early games in the Dragon Quest series, for example, allow random encounters to occur one step after the other. A more elaborate random encounter algorithm (and similar to those used in many games) would be the following: This ensures that, in any terrain, the player will not experience more than one random encounter every eight steps. A game with this type of system can sometimes be taken advantage of by initiating some action that will reset the counter (pausing, opening a menu, saving), especially when using an emulator. This is a popular trick in speedruns to skip time-consuming or dangerous battles or it can be used to ensure that each battle results in a rare or valuable encounter. Random encounters have become less popular in video games with the passage of time, as gamers often complain that they are annoying, repetitive or discouraging to exploration. The Final Fantasy and Tales series have abandoned random encounter systems with successive games, while relatively newer franchises such as the Chrono series and Kingdom Hearts have never used them. A more commonly used tactic in later RPGs (used in Final Fantasy XII, Radiata Stories, Fallout and Fallout 2 (although the Fallout games have unlimited random encounters on the world map)), like Legend of Legaia and all Kingdom Hearts games have a finite number of enemies in a given area. This cuts down on grinding and does not discourage exploration to the same extent. A similar approach is spawning, where visible monsters always (re)appear at the same location, as seen in Chrono Trigger and most of Dragon Quest IX. Both approaches give players the opportunity to anticipate, evade, or select encounters. References
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[SOURCE: https://en.wikipedia.org/wiki/Status_of_Jerusalem] | [TOKENS: 6864]
Contents Status of Jerusalem The status of Jerusalem has been described as "one of the most intractable issues in the Israeli–Palestinian conflict" due to the long-running territorial dispute between Israel and Palestine, both of which claim it as their capital city. Part of this issue of sovereignty is tied to concerns over access to the holy sites of Jerusalem in the Abrahamic religions; the current religious environment in Jerusalem is upheld by the "Status Quo" of the former Ottoman Empire. As the Israeli–Palestinian peace process has primarily navigated the option of a two-state solution, one of the largest points of contention has been East Jerusalem, which was part of the Jordanian-annexed West Bank until the beginning of the Israeli occupation in 1967. The United Nations recognizes East Jerusalem (and the West Bank as a whole) as the territory for an independent Palestinian state, thus rejecting Israel's claim to that half of the city. There is broader consensus among the international community with regard to West Jerusalem being Israel's capital city, as it falls within Israel's sovereign territory (per the Green Line) and has been recognized as under Israeli control since the 1949 Armistice Agreements. Most countries and organizations support that West Jerusalem and East Jerusalem should be allocated as capital cities to the Israelis and the Palestinians, respectively; this position has been endorsed by the United Nations, the European Union, and France, among others. Russia, which is a member of the Middle East Quartet, already recognizes East Jerusalem as the Palestinian capital and West Jerusalem as the Israeli capital. The majority of United Nations member states hold the view that the city's final status should be resolved through negotiations and have therefore favoured locating their embassies to Israel in Tel Aviv, pending a final status agreement. Six countries have embassies to Israel in Jerusalem: the United States, Fiji, Guatemala, Honduras, Papua New Guinea, Paraguay, and the disputed Republic of Kosovo. Background From 1517 until the First World War, Jerusalem was part of the Ottoman Empire. It was part of the Damascus eyalet (province) until, as a result of widespread administrative reform in the mid-1800s, it became an independent sanjak (district) in 1872. From the 1860s, the Jewish community became the largest religious minority grouping in the city and from 1887, with the beginning of expansion outside the old city walls, became a majority. Throughout the 19th century, European powers were competing for influence in the city, usually on the basis (or pretext) of extending protection over Christian churches and holy places. Much of the property that is now owned by the churches was bought during this time. A number of these countries, most notably France, entered into capitulation agreements with the Ottoman Empire and also established consulates in Jerusalem. In 1847, with Ottoman approval, the first Latin patriarch of Jerusalem since the Crusades was established. After capturing Jerusalem in 1917, the United Kingdom was in control of Jerusalem; initially under a wartime administration, then as part of the Mandate of Palestine assigned to Britain in 1920. The principal Allied Powers recognized the unique spiritual and religious interests in Jerusalem among the world's Abrahamic religions as "a sacred trust of civilization", and stipulated that the existing rights and claims connected with it be safeguarded in perpetuity, under international guarantee. However, the Arab and Jewish communities in Palestine were in mortal dispute and Britain sought United Nations assistance in resolving the dispute. During the negotiations of proposals for a resolution that culminated in the United Nations Partition Plan for Palestine (also known as Resolution 181) in November 1947, the historic claims of the Vatican, Italy and France were revived. The Vatican's historic claims and interests, as well as those of Italy and France were based on the former Protectorate of the Holy See and the French Protectorate of Jerusalem. From their point of view this proposal was essentially to safeguard Christian holy sites and was expressed as a call for the special international regime for the city of Jerusalem. This status was also confirmed in UN General Assembly Resolution 194 in 1948, which maintained the position that Jerusalem be made an international city. The United Nations Partition Plan called for the partition of Palestine into separate Arab and Jewish states, with Jerusalem (with borders expanded to include Bethlehem, see UN map of Jerusalem) being established as a corpus separatum, or a "separated body", with a special legal and political status, administered by the United Nations. The Free City of Danzig was a historical precedent for this solution; Trieste was a contemporaneous city ruled by the UN. Jewish representatives accepted the partition plan, while representatives of the Palestinian Arabs and the Arab states rejected it, declaring it illegal. On 14 May 1948, the Jewish community in Palestine issued the declaration of the establishment of the State of Israel within territory set aside for the Jewish state in the Partition Plan. Israel became a member of the United Nations the following year and has since been recognised by most countries. The countries recognizing Israel did not necessarily recognize its sovereignty over Jerusalem generally, citing the UN resolutions which called for an international status for the city. The United States, Guatemala, Honduras and Kosovo have embassies in Jerusalem. With the declaration of the establishment of the State of Israel and the subsequent invasion by surrounding Arab states, the UN proposal for Jerusalem never materialised. The 1949 Armistice Agreements left Jordan in control of the eastern parts of Jerusalem, while the western sector (with the exception of the Mount Scopus exclave in the east) was held by Israel. Each side recognised the other's de facto control of their respective sectors. The Armistice Agreement, however, was considered internationally as having no legal effect on the continued validity of the provisions of the partition resolution for the internationalisation of Jerusalem. In 1950, Jordan annexed East Jerusalem as part of its larger annexation of the West Bank. Though the United Kingdom and Iraq recognized Jordanian rule over East Jerusalem, no other country recognized either Jordanian or Israeli rule over the respective areas of the city under their control. Pakistan is sometimes falsely claimed to have recognized the annexation as well. Following the Six-Day War of 1967, Israel declared that Israeli law would be applied to East Jerusalem and enlarged its eastern boundaries, approximately doubling its size. The action was deemed unlawful by other states who did not recognize it. It was condemned by the UN Security Council and General Assembly which described it as an annexation and a violation of the rights of the Palestinian population. In 1980, Israel passed the Jerusalem Law, which declared that "Jerusalem, complete and united, is the capital of Israel". The Security Council declared the law null and void in Resolution 478, which also called upon member states to withdraw their diplomatic missions from the city. The UN General Assembly has also passed numerous resolutions to the same effect. Prelude: UN resolution from 1947 On 29 November 1947 the UN General Assembly passed a resolution which, as part of its Partition Plan for Palestine, included the establishment of Jerusalem as a separate international entity under the auspices of the United Nations, a so-called corpus separatum. Israel During the 1948 Arab–Israeli War, Israel took control of West Jerusalem while Jordan took control of East Jerusalem (including the walled Old City in which most holy places are located). Although accepting partition before the war, Israel rejected the UN's corpus separatum decision at the Lausanne Conference of 1949, and instead indicated a preference for division of Jerusalem into Jewish and Arab zones, and international control and protection only for holy places and sites. Also in 1949, as the UN General Assembly began debating the implementation of its corpus separatum decision, Israel declared Jerusalem as Israel's "eternal capital". After Israel conquered East Jerusalem from Jordan in 1967 during the Six-Day War, Israel argued that it had the stronger right to the city. Very soon after its conquest of East Jerusalem in 1967, Israel merged East Jerusalem with West Jerusalem by administratively extending the municipal boundary of the city. In July 1980, the Knesset passed the Jerusalem Law as part of the country's Basic Law, which declared Jerusalem the unified capital of Israel. According to a 1999 statement by the Israeli Ministry of Foreign Affairs, "There is no basis in international law for the position supporting a status of 'corpus separatum' (separate entity) for the city of Jerusalem." In the view of the ministry, the concept of corpus separatum became irrelevant after the Arab states rejected the United Nations Partition Plan for Palestine and invaded the newly created State of Israel in 1948. Accordingly, the ministry states, "There has never been any agreement, treaty, or international understanding which applies the 'Corpus Separatum' concept to Jerusalem." In 2003 Israel argued that Jordan had no rights to any land west of the Jordan River, that it had taken the West Bank and East Jerusalem by an act of aggression, and therefore never acquired sovereignty. Positions on the final status of Jerusalem have varied with different Israeli governments. The Oslo Accords declared that the final status of Jerusalem would be negotiated, but Israeli Prime Minister Yitzhak Rabin declared that he would never divide the city. In 1995, he allegedly told a group of school children[dubious – discuss] that "if they told us peace is the price of giving up a united Jerusalem under Israeli sovereignty, my reply would be 'let's do without peace'". This position was upheld by his successor, Benjamin Netanyahu, who stated there would be "...No withdrawal or even discussion of the case of Jerusalem...". Netanyahu's successor, Ehud Barak, during negotiations, became the first Israeli prime minister to allow for a possible division of Jerusalem, despite his campaign promises. Prime minister during the second intifada, Ariel Sharon was unequivocal in his support for an undivided Jerusalem. In an interview done one week before a stroke incapacitated him he stated: "Our position is that Jerusalem is not negotiable. We are not going to negotiate on Jerusalem. Jerusalem will be forever a united and undivided capital of Israel." Prime Minister (and former Jerusalem mayor) Ehud Olmert vowed to keep Jerusalem the "undivided, eternal capital of the Jewish people", but later supported the detachment of several Arab neighborhoods from Israeli sovereignty and the introduction of an international trust to run the Temple Mount. When Netanyahu succeeded Olmert, he declared that "all of Jerusalem would always remain under Israeli sovereignty" and that only Israel would "ensure the freedom of religion and freedom of access for the three religions to the holy places". These statements seem to closely reflect Israeli public opinion. According to a 2012 poll by the right-wing Jerusalem Center for Public Affairs, 78% of Jewish voters who responded said that they would reconsider voting for any politician that wants to relinquish Israel's control over the Old City and East Jerusalem. On 17 May 2015, Prime Minister Benjamin Netanyahu reiterated, regarding Jerusalem serving as the capital of both Israel and a future Palestinian state, "Jerusalem has forever been the capital of only the Jewish people and no other nation." On 2 January 2018 Israel passed into law new legislation that requires the two-thirds majority support of the Knesset for any section of Jerusalem to be transferred to a foreign government. On 25 January 2018, Netanyahu repeated the previous government position, saying: "Under any peace agreement, the capital of Israel will continue to be Jerusalem, and the seat of our government will continue to be in Jerusalem." Palestine During the British Mandate, the main representation of the Palestinian Arabs was the Arab Higher Committee, formed in the beginning of the Great Arab revolt in 1936; it was outlawed in 1937 and its leaders deported. Reconstituted in 1945 and dominated by Palestinian Arabs, it continued in various iterations until 1948, when, viewed as a threat to Jordan, its army was forced to disband. There was unequivocal support for an Arab controlled Jerusalem (at that time the status quo). Until the establishment of the Palestine Liberation Organization (PLO) in 1964, there was little in terms of an internationally recognised representation of the Palestinian Arabs. The Arab League usually took over the job, with the short-lived Egyptian-controlled All-Palestine Government based in Gaza having little sway, and Jordan taking control of the West Bank with East Jerusalem. Until the Oslo Accords in 1993, and the Letters of Mutual Recognition, the Palestinians,[dubious – discuss] represented since 1964 by the PLO, had at all times rejected any partition of any part of the former British Mandate territory. However, while they had previously rejected the UN's internationalisation plan, most of the Arab delegations at the Lausanne Conference of 1949 accepted a permanent international regime (called corpus separatum) under United Nations supervision as proposed in Resolutions 181 and 194. The Arabs vociferously objected to Israel moving to (West) Jerusalem its national institutions, namely the Knesset, the presidential, legislative, judicial and administrative offices. The fight over Jerusalem is existential, not because it is a magical city but because it was, and is, the center of our culture, national identity and memory. — Prominent Palestinian activist Sari Nusseibeh, Once Upon A Country: A Palestinian Life The Palestinian leadership now claims the "1967 borders" (in effect the 1949 armistice lines) as the borders of the Palestinian territories, and includes East Jerusalem as part of these territories. Despite recognition of Israel (only from Fatah, not Hamas), and its support in 1949 of corpus separatum, it had never conceded sovereignty of Jerusalem. In 1988, Jordan conceded all claims to the West Bank, including Jerusalem, other than the Muslim holy places on the Temple Mount, and recognized the PLO as the legal representatives of the Palestinian people. The Palestinian National Authority views East Jerusalem as occupied Palestinian territory, in line with UNSC Resolution 242. The PNA claims all of East Jerusalem, including the Temple Mount, as the capital of the State of Palestine, and claims that West Jerusalem is also subject to final status negotiations, but is willing to consider alternative solutions, such as making Jerusalem an open city. In the Palestine Liberation Organization's Palestinian Declaration of Independence of 1988, Jerusalem is called the capital of the State of Palestine. In 2000 the Palestinian Authority passed a law designating the city as such, and in 2002 this law was ratified by Chairman Yasser Arafat. The official position of the PNA is that Jerusalem should be an open city, with no physical partition and that Palestine would guarantee freedom of worship, access and the protection of sites of religious significance. The status quo on the Temple Mount now is that tourists are allowed to visit, but not pray, on the Temple Mount, although this seems to be slowly changing. In September 2018, the State of Palestine initiated an action in the International Court of Justice, in the case Palestine v. United States of America (officially titled Relocation of the United States Embassy to Jerusalem), in which Palestine charges the U.S. with violating the Vienna Convention on Diplomatic Relations by moving its embassy from Tel Aviv to Jerusalem, arguing the Convention requires that "the diplomatic mission of a sending State must be established on the territory of the receiving State." The Palestinian application argues that in international law Jerusalem cannot be considered to be the territory of the State of Israel because under General Assembly Resolution 181 of 1947 (the Partition Plan) Jerusalem was to have been placed under international governance, and thus precludes considering Jerusalem to be under the sovereignty of any State. United Nations The United Nations considers East Jerusalem to be part of Israeli-occupied territories or occupied Palestinian territory. It envisions Jerusalem eventually becoming the capital of two states, Israel and Palestine. This is at odds with other General Assembly Resolutions, which promote an internationally administered Jerusalem. 1947 UN Partition Plan (Resolution 181(II)) provided for the full territorial internationalisation of Jerusalem: "The City of Jerusalem shall be established as a corpus separatum under a special international regime and shall be administered by the United Nations." The resolution was accepted by the Jewish leadership in Palestine, but rejected by the Arabs. This position was restated after the 1948 Arab–Israeli War in Resolution 194 of 1948 and in Resolution 303(IV) of 1949. According to a 1979 report prepared for and under the guidance of the Committee on the Exercise of the Inalienable Rights of the Palestinian People, it would appear that the United Nations has maintained the principle that the legal status of Jerusalem is that of a corpus separatum. The United Nations General Assembly does not recognize Israel's proclamation of Jerusalem as the capital of Israel, which is, for example, reflected in the wording of General Assembly Resolution 63/30 of 2009 which states that "any actions taken by Israel, the occupying Power, to impose its laws, jurisdiction and administration on the Holy City of Jerusalem are illegal and therefore null and void and have no validity whatsoever, and calls upon Israel to cease all such illegal and unilateral measures." Although the General Assembly cannot pass legally binding resolutions over international issues, the United Nations Security Council, which has the authority to do so, has passed a total of six Security Council resolutions on Israel on the matter, including UNSC resolution 478 which affirmed that the enactment of the 1980 Basic Jerusalem Law declaring unified Jerusalem as Israel's "eternal and indivisible" capital, was a violation of international law. The resolution advised member states to withdraw their diplomatic representation from the city. The Security Council, as well as the UN in general, has consistently affirmed the position that East Jerusalem (but not west Jerusalem) is occupied Palestinian territory subject to the provisions of the Fourth Geneva Convention. The International Court of Justice in its 2004 Advisory opinion on the "Legal Consequences of the Construction of a Wall in the Occupied Palestinian Territory" described East Jerusalem as "occupied Palestinian territory". Many UN member states formally follow the UN position that Jerusalem should have an international status. The European Union has also followed the UN's lead in this regard, declaring Jerusalem's status to be that of a corpus separatum, or an international city to be administered by the UN. Nevertheless, and inconsistent with the status of corpus separatum, the UN has designated East Jerusalem occupied Palestinian territory. China recognizes East Jerusalem as the capital of Palestine, and the United States has recognised at least West Jerusalem as Israel's capital. Secretary-General Ban Ki-moon said on 28 October 2009 that Jerusalem must be the capital of both Israel and Palestine. The UN has never revoked resolutions 181 and 194, and maintains the official position that Jerusalem should be placed under a special international regime. European Union The European Union currently views the status of Jerusalem as that of a corpus separatum including both East and West Jerusalem as outlined in United Nations Resolution 181. In the interest of achieving a peaceful solution to the Arab–Israeli conflict, it believes a fair solution should be found regarding the issue of Jerusalem in the context of the two-state solution set out in the Road Map. Taking into account the political and religious concerns of all parties involved, it envisions the city serving as the shared capital of Israel and Palestine. The EU opposes measures which would prejudge the outcome of permanent status negotiations on Jerusalem, basing its policy on the principles set out in UN Security Council Resolution 242, notably the impossibility of acquisition of territory by force. It will not recognise any changes to pre-1967 borders with regard to Jerusalem, unless agreed between the parties. It has also called for the reopening of Palestinian institutions in East Jerusalem, in accordance with the Road Map, in particular Orient House and the Chamber of Commerce, and has called on the Israeli government to "cease all discriminatory treatment of Palestinians in East Jerusalem, especially concerning work permits, access to education and health services, building permits, house demolitions, taxation and expenditure." The European Union set out its position in a statement of principles last December. A two-state solution with Israel and Palestine side by side in peace and security. A viable state of Palestine in the West Bank, including East Jerusalem, and the Gaza Strip, on the basis of the 1967 lines. A way must be found to resolve the status of Jerusalem as the future capital of both Israel and Palestine. — Catherine Ashton, High Representative for Foreign Affairs and Security Policy of the European Union Organisation of Islamic Cooperation On 13 December 2017, the Organisation of Islamic Cooperation (OIC), consisting of 57 primarily Muslim countries, declared East Jerusalem as the capital of the State of Palestine and invited "all countries to recognise the State of Palestine and East Jerusalem as its occupied capital." The declaration makes no mention of Jerusalem as corpus separatum, nor makes any reference to West Jerusalem. Location of foreign embassies After Israel passed the Jerusalem Law in 1980, the UN Security Council adopted Resolution 478, which called upon UN member states to withdraw their diplomatic missions from the city. Thirteen countries—Bolivia, Chile, Colombia, Costa Rica, Dominican Republic, Ecuador, El Salvador, Guatemala, Haiti, the Netherlands, Panama, Uruguay and Venezuela—moved their embassies from Jerusalem primarily to Tel Aviv. Costa Rica and El Salvador moved theirs back to Jerusalem in 1984. Costa Rica moved its embassy back to Tel Aviv in 2006 followed by El Salvador a few weeks later. No international embassy was located in Jerusalem again until 2018, although Bolivia had its embassy in Mevasseret Zion, a suburb 10 kilometres (6.2 mi) west of the city, until relations were severed in 2009 for a decade, then again in 2023. Various countries recognized Israel as a state in the 1940s and 1950s, without recognizing Israeli sovereignty over West Jerusalem. There is an international sui generis consular corps in Jerusalem. It is commonly referred to as the "Consular Corps of the Corpus Separatum". The states that have maintained consulates in Jerusalem say that it was part of Mandate Palestine, and in a de jure sense has not since become part of any other sovereignty. The Netherlands maintains an office in Jerusalem serving mainly Israeli citizens. Other foreign governments base consulate general offices in Jerusalem, including Greece, Spain, and the United Kingdom. The United States had a consulate general in Jerusalem, which was merged into the Jerusalem-based embassy in 2018. Since the president of Israel resides in Jerusalem and confirms the foreign diplomats, ambassadors need to travel to Jerusalem to submit letters of credentials upon being appointed. The United States relocated its embassy to Israel to Jerusalem in 2018, as did Guatemala. Honduras followed in 2021. A number of countries have indicated that they could relocate their embassies to Jerusalem in the future, including Australia, Brazil, the Czech Republic, the Dominican Republic and Serbia. In December 2020, the Czech Republic indicated that in 2021 it will open a Jerusalem branch office of the Czech Embassy in Tel Aviv. Hungary had previously opened an official diplomatic mission in Jerusalem. Kosovo committed to opening its embassy in Jerusalem when Israel and Kosovo established diplomatic relations in February 2021. By late 2022, only the United States, Guatemala, Honduras and the partially-recognized state of Kosovo maintain embassies in Jerusalem – Paraguay reversed the 2018 relocation of its embassy from Tel Aviv to Jerusalem within months and the Honduran foreign ministry have stated that they are also considering relocating theirs back to Tel Aviv. Fiji and Papua New Guinea have announced their intentions to open embassies in Jerusalem by the end of 2023, while Paraguay also announced its plans to reopen its embassy in Jerusalem in November 2023, making it effective in December 2024. Palestinian officials have consistently condemned each such relocation and diplomatic offices in Jerusalem, saying that they constitute "a flagrant violation of international law and goes against the unified EU position on the legal status of Jerusalem." The People's Republic of China (PRC) recognizes East Jerusalem as the capital of the State of Palestine. In a 2016 speech to the Arab League, Chinese Communist Party general secretary Xi Jinping said that "China firmly supports the Middle East peace process and supports the establishment of a State of Palestine enjoying full sovereignty on the basis of the 1967 borders and with East Jerusalem as its capital." China announced that this position remains unchanged in the aftermath of the U.S. recognizing Jerusalem as Israel's capital. The French Government notes that "It is up to the parties to come to a final and overall agreement with regard to the final status, which would put an end to the conflict. France believes that Jerusalem must become the capital of the two States." France does not recognize Israel's sovereignty over East Jerusalem, which France considers an "occupied territory under the Fourth Geneva Convention". On 6 April 2017 the Russian Ministry of Foreign Affairs issued a statement saying, "We reaffirm our commitment to the UN-approved principles for a Palestinian–Israeli settlement, which include the status of East Jerusalem as the capital of the future Palestinian state. At the same time, we must state that in this context we view West Jerusalem as the capital of Israel." Some commentators interpreted this as a Russian recognition of Israel's claim to West Jerusalem, while others understood the statement as a Russian intention to recognize West Jerusalem as Israel's in the context of a peace deal with the Palestinians. On 14 June 2018, Russia held, for the first time, its annual Russia Day reception in Jerusalem. Until then, the annual reception has been held in the Tel Aviv area. Although Russia has publicly recognised West Jerusalem as the capital of Israel, it continues to locate its embassy in Tel Aviv. Prior to these events, in 2011 the Russian President Dmitry Medvedev stated that Russia had recognized the State of Palestine with East Jerusalem as its capital already in 1988, and that it had not changed its view. In January 2011, reaffirming Russia's recognition of the State of Palestine, President Dmitry Medvedev said Russia "supported and will support the inalienable right of the Palestinian people to an independent state with its capital in East Jerusalem." The United Kingdom position on Jerusalem states that "Jerusalem was supposed to be a ‘corpus separatum’, or international city administered by the UN. But this was never set up: immediately after the UNGA resolution partitioning Palestine, Israel occupied West Jerusalem and Jordan occupied East Jerusalem (including the Old City). We recognised the de facto control of Israel and Jordan, but not sovereignty. In 1967, Israel occupied E Jerusalem, which we continue to consider is under illegal military occupation by Israel. Our Embassy to Israel is in Tel Aviv, not Jerusalem. In E Jerusalem we have a Consulate-General, with a Consul-General who is not accredited to any state: this is an expression of our view that no state has sovereignty over Jerusalem." The UK believes that the city's status has yet to be determined, and maintains that it should be settled in an overall agreement between the parties concerned, but considers that the city should not again be divided. The Declaration of Principles and the Interim Agreement, signed by Israel and the PLO on 13 September 1993 and 28 September 1995 respectively, left the issue of the status of Jerusalem to be decided in the "permanent status" negotiations between the two parties. When Israel was founded, the position of the United States was that its recognition of Israel did not imply a particular view on the status of Jerusalem. The U.S. voted for the UN Partition Plan in November 1947, which provided for the establishment of an international regime for the city, and Resolution 194 in 1948, following the 1948 Arab–Israeli War. But the U.S. voted against Resolution 303 in 1949 which reaffirmed that Jerusalem be established a corpus separatum under a special international regime to be administered by the UN, because the U.S. regarded the plan as no longer feasible after both Israel and Jordan had established a political presence in the city. The U.S. position continues to be that final status of Jerusalem is to be resolved through negotiations. On 8 December 2017, Secretary of State Rex Tillerson clarified that the president's statement "did not indicate any final status for Jerusalem" and "was very clear that the final status, including the borders, would be left to the two parties to negotiate and decide." On 6 December 2017, then-U.S. President Donald Trump announced that the U.S. would recognize Jerusalem as the capital of Israel. On 14 May 2018 the U.S. embassy was transferred from Tel Aviv to Jerusalem. The U.S. reclassified as its embassy its Jerusalem Consulate, which had been a lot in the neighborhood of Talpiot leased in 1989 for 99 years by the Israeli government and relocated there in 2002. From 28 October 2020, for the first time, U.S. citizens born in Jerusalem will be allowed to list "Israel" as their place of birth on their U.S. passport, while retaining the option to list simply "Jerusalem" instead. The Biden Administration referred to Israeli residents of East Jerusalem as "settlers". When U.S. President Joe Biden visited Israel and Palestine in 2022, his delegation removed the Israeli flags from his vehicle upon entering East Jerusalem, in a move widely interpreted as signaling non-recognition of Israeli sovereignty over East Jerusalem. Islamic holy sites The status of Islamic holy sites in Jerusalem, including Haram Al-Sharif/Temple Mount, is also unresolved. In 1924, the Supreme Muslim Council, the highest Muslim body in charge of Muslim community affairs in Mandatory Palestine, accepted Hussein bin Ali (Sharif of Mecca) as custodian of Al-Aqsa. In the 1994 peace treaty with Jordan, Israel committed to "respect the present special role of the Hashemite Kingdom of Jordan in Muslim Holy shrines in Jerusalem." Israel also pledged that when negotiations on the permanent status will take place, it will give high priority to the Jordanian historical role in these shrines. The Wakf Department that oversees Muslim sites in Jerusalem is controlled by the Jordanian government, which insists on its exclusive custodianship of the holy site. In 2013, the Palestinian Authority also recognized Jordan's role through an agreement signed between PA President Mahmoud Abbas and King Abdullah II. Position of the Vatican The Vatican has had a long-held position on Jerusalem and its concern for the protection of the Christian holy places in the Holy Land which predates the Palestinian Mandate. The Vatican's historic claims and interests, as well as those of Italy and France were based on the former Protectorate of the Holy See and the French Protectorate of Jerusalem, which were incorporated in article 95 of the Treaty of Sèvres (1920), which besides incorporating the Balfour Declaration also provided: "it being clearly understood that nothing shall be done which may prejudice the civil and religious rights of existing non-Jewish communities in Palestine". The Balfour Declaration and the proviso were also incorporated in the Palestinian Mandate (1923), but which also provided in articles 13 and 14 for an international commission to resolve competing claims on the holy places. These claimants had officially lost all capitulation rights by article 28 of the Treaty of Lausanne (1923). However, Britain never gave any effect to Mandate provisions arts 13 & 14.[citation needed] During the negotiations of proposals that culminated in the United Nations Partition Plan for Palestine (also known as Resolution 181) in 1947, the historic claims of the Vatican, Italy and France were revived, and expressed as the call for the special international regime for the city of Jerusalem. This was also confirmed in UN General Assembly Resolution 194 in 1948, which maintained the position that Jerusalem be made an international city, under United Nations supervision. The Vatican's official position on the status of Jerusalem was in favour of an internationalization of Jerusalem, in order to keep the holy place away from either Israeli or Arab sovereignty. Pope Pius XII supported this idea in the 1949 encyclical Redemptoris nostri cruciatus. It was proposed again during the papacies of John XXIII, Paul VI, John Paul II and Benedict XVI. The Vatican reiterated this position in 2012, recognizing Jerusalem's "identity and sacred character" and calling for freedom of access to the city's holy places to be protected by "an internationally guaranteed special statute". After the U.S. recognized Jerusalem as Israel's capital in December 2017, Pope Francis repeated the Vatican's position: "I wish to make a heartfelt appeal to ensure that everyone is committed to respecting the status quo of the city, in accordance with the relevant resolutions of the United Nations." French claims in Jerusalem There are four sites in Jerusalem claimed by France under a national domain (Domaine national français), which are based on claimed French acquisitions predating the formation of the State of Israel, and based on the former French Protectorate of Jerusalem (also known as capitulations), which was abolished in 1923. These sites are: French presidents have claimed that the Church of Saint Anne in Jerusalem, for example, comes under French protection, is owned by its government, and is French territory. The Israeli government has not made any public statement relating to the French claims. See also References
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Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of".
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Contents Charnia Charnia is an extinct genus of frond-like lifeforms belonging to the Ediacaran biota with segmented, leaf-like ridges branching alternately to the right and left from a zig-zag medial suture (thus exhibiting glide reflection, or opposite isometry). The genus Charnia was named after Charnwood Forest in Leicestershire, England, where the first fossilised specimen was found; the first species of Charnia described, Charnia masoni, was named after Roger Mason, a schoolboy who was believed to have initially discovered it. Charnia is significant because it was the first Precambrian fossil to be recognized as such. The living organism grew on the sea floor, 570 to 550 million years ago, and is believed to have fed on nutrients in the water. Despite Charnia's fern-like appearance, it is not a photosynthetic plant or alga because the nature of the fossil beds where specimens have been found implies that it originally lived in deep water, well below the photic zone where photosynthesis can occur. Diversity Several Charnia species were described but only the type species C. masoni, C. brasieri, C. ewinoni, C. gracilis & C. grandis are considered valid. Some specimens of C. masoni were described as members of genus Rangea or a separate genus Glaessnerina some of which was then moved back as a separate species, C. grandis Two other described Charnia species have been transferred to two separate genera A number of Ediacaran form taxa are thought to represent Charnia, Charniodiscus and other petalonamids at varying levels of decay; these include the ivesheadiomorphs Ivesheadia, Blackbrookia, Pseudovendia, and Shepshedia. Distribution Charnia masoni was first described from the Maplewell Group in Charnwood Forest in England and was subsequently found in Ediacara Hills in Australia, Siberia and the White Sea area in Russia, and Precambrian deposits in Newfoundland, Canada. It lived about 570-550 million years ago. Discovery Charnia masoni was brought to the attention of scientists by Roger Mason, a schoolboy who later became a professor of metamorphic petrology. In 1957 Mason and his friends were rock-climbing in Charnwood Forest, in what is now a protected fossil site in Central England. They noticed this unusual fossil, and Mason took a rubbing of the rock. He showed the rubbing to his father, the minister of Leicester's Great Meeting Unitarian Chapel, who also taught at Leicester University nearby and knew Trevor Ford, a local geologist. Mason took Ford to the site; Ford published the discovery in the Journal of the Yorkshire Geological Society. The holotype (the actual physical example from which the species was first described) now resides, along with a cast of the related taxon Charniodiscus, in Leicester Museum & Art Gallery. It has also been revealed that Tina Negus, then a 15-year-old schoolgirl, had seen this fossil a year before the boys but her geography schoolteacher discounted the possibility of Precambrian fossils. Mason acknowledges, and the museum's Charnia display explains, that the fossil had been discovered a year earlier by Negus, "but no one took her seriously". She was recognised at the 50th anniversary celebrations of the official discovery. Significance Charnia is known from specimens as small as only 1 cm (0.39 in), and as large as 66 cm (26 in) in length. It is a very significant fossil because it is the first fossil which was ever described to have come from undoubted Precambrian rocks. Prior to 1958, the Precambrian was thought to be completely devoid of fossils and consequently possibly devoid of macroscopic life. Similar fossils had been found during the 1930s (in Namibia) and the 1940s (in Australia) but these forms were assumed to be of Cambrian age and were therefore considered unremarkable at the time. Originally interpreted as an alga, Charnia was reinterpreted as a sea pen (a group related to the modern soft corals) from 1966 onwards. Acceptance of Charnia as a Precambrian lifeform resulted in recognition of other major Precambrian animal groups, although the sea pen interpretation of Charnia has been recently discredited, and the current[needs update] "state of the art" is something of a "statement of ignorance". An alternative theory has developed, since the mid-1980s, from the work of Adolf Seilacher who suggested that Charnia belongs to an extinct group of unknown grade which was confined to the Ediacaran Period. This suggests that almost all the forms that have been postulated to be members of many and various modern animal groups are actually more closely related to each other than they are to anything else. This new group was termed the Vendobionta, a clade with unknown relationship to other clades, perhaps united by its construction via unipolar iterations of one cell family. The holotype is a major attraction at the Leicester Museum & Art Gallery. A day-long seminar in 2007 devoted to Charnia termed it "Leicester's fossil celebrity". Ecology Little is known about the ecology of Charnia. It was benthic and sessile, anchored to the sea floor. According to one currently popular hypothesis, it probably lived in deep waters, well below the wave base, thus placing it out of range of photosynthesis. Furthermore, it has no obvious feeding apparatus (mouth, gut, etc.) so its lifestyle remains enigmatic. Some have speculated that it survived either by filter feeding or directly absorbing nutrients, and this is currently[needs update] the emphasis of considerable research. The growth and development of the Ediacara biota is also a subject of continued research, and this has discredited the sea pen hypothesis. In contrast to sea pens, which grow by basal insertion, Charnia grew by the apical insertion of new buds. See also References External links An article on the discovery of Charnia masoni:
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[SOURCE: https://en.wikipedia.org/w/index.php?title=List_of_programming_languages&action=edit&section=16] | [TOKENS: 1432]
Editing List of programming languages (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 2 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/wiki/Reconstructionist_Judaism] | [TOKENS: 3257]
Contents Reconstructionist Judaism Reconstructionist Judaism[a] is a Jewish movement based on the concepts developed by Rabbi Mordecai Kaplan (1881–1983)—namely, that Judaism is a progressively evolving civilization rather than just a religion. The movement originated as a semi-organized stream within Conservative Judaism, developed between the late 1920s and the 1940s before seceding in 1955, and established a rabbinical college in 1967. Reconstructionist Judaism is recognized by many scholars as one of the five major streams of Judaism in America alongside Orthodox, Conservative, Reform, and Humanistic. There is substantial theological diversity within the movement. Halakha (Jewish law) is not considered normative or binding, but rather serves as the basis for the ongoing evolution of meaningful Jewish practice. In contrast with the Reform movement's stance during the time he was writing, Kaplan believed that "Jewish life [is] meaningless without Jewish law." One of the planks he wrote for the proto-Reconstructionist Society for the Jewish Renaissance stated, "We accept the halakha, which is rooted in the Talmud, as the norm of Jewish life, availing ourselves, at the same time, of the method implicit therein to interpret and develop the body of Jewish Law by the actual conditions and spiritual needs of modern life." The movement also emphasizes positive views toward modernity. It has an approach to Jewish customs that aims toward communal decision-making through a process of education and distillation of values from traditional Jewish sources. The movement's 2011 A Guide to Jewish Practice describes a Reconstructionist approach to Jewish practice as "post-halakhic" because the modern world is one in which Jewish law cannot be enforced. Obligation and spiritual discipline exist without the enforcement of a functioning legal system. Thus, Reconstructionist Jews take Jewish law seriously as a source and resource that can shape expectations while not necessarily seeing themselves as bound by inherited claims of obligation. Therefore, the practices in the guide are not monolithic, and commentators provide further insights, arguments, and alternative approaches that span the broad range of views advocated by Reconstructionist rabbis and scholars. The guide states that it "assumes that thoughtful individuals and committed communities can handle diversity and will of necessity reach their own conclusions." Origin Reconstructionism was developed by Rabbi Mordecai Kaplan (1881–1983) and his son-in-law, Ira Eisenstein (1906–2001), between the late 1920s to the 1940s. After being rejected by Orthodox rabbis for his focus on issues in the community and the sociopolitical environment, Kaplan and a group of followers founded the Society for the Advancement of Judaism (SAJ) in 1922. Its goal was to allow rabbis to form new outlooks on Judaism in a more progressive manner. Kaplan was the leader of the SAJ until Eisenstein succeeded him in 1945. In 1935, Kaplan published his book, Judaism as a Civilization: Toward a Reconstruction of American Jewish Life. It was this book that Kaplan claimed was the beginning of the Reconstructionist movement. Judaism as a Civilization suggested that historical Judaism be given a "revaluation... in terms of present-day thought." Reconstructionism was able to spread with several other forms of literature—most notably, the New Haggadah (1941), which for the first time blended Kaplan's ideologies in Jewish ceremonial literature. Although Kaplan did not want Reconstructionism to branch into another Jewish denomination, it became apparent that such an outcome was inevitable. At the Montreal conference in 1967, Reconstructionist leaders called for a rabbinical school in which rabbis could be ordained under the Reconstructionist ideology and lead Reconstructionist congregations. By the fall of 1968, the Reconstructionist Rabbinical College was opened in Philadelphia. Along with the establishment of the college, the Reconstructionist Rabbinical Association formed, which gave rabbis a strong network in the religious leadership of Reconstructionism. The founding of these institutions were great strides in it becoming the fourth movement in North American Judaism (Orthodox, Conservative, and Reform being the other three). Reconstructionist Judaism is the first major movement of Judaism to originate in North America; the second is the Humanistic Judaism movement founded in 1963 by Sherwin Wine. Reconstructionist theology is a variant of the naturalism of John Dewey, which combined atheistic beliefs with religious terminology to construct a religiously satisfying philosophy for those who had lost faith in traditional religion. [See id. at 385; but see Caplan at p. 23, fn.62 ("The majority of Kaplan's views ... were formulated before he read Dewey or [William] James.")] Theology Mordecai Kaplan argued that contemporary Jews can no longer maintain many traditional theological claims or sociocultural practices of Judaism due to advances in philosophy, science, and history. Kaplan affirmed a wholly non-anthropomorphic God, a position articulated by prominent medieval Jewish thinkers like Maimonides and in agreement with the rest of Rabbinic Judaism. All anthropomorphic descriptions of God, he argued, are understood to be metaphorical. Kaplan's theology went further to claim that God is neither a personal god nor a conscious one; God cannot relate to or communicate with humanity in any way. Kaplan's theology defines God as the "sum of all natural processes that allow people to become self-fulfilled"—a religious and spiritual naturalism. To believe in God means to accept life on the assumption that it harbors conditions in the outer world and drives in the human spirit which together impel man to transcend himself. To believe in God means to take for granted that it is man's destiny to rise above the brute and to eliminate all forms of violence and exploitation from human society. In brief, God is the Power in the cosmos that gives human life the direction that enables the human being to reflect the image of God. Most "classical" Reconstructionist Jews (i.e., those agreeing with Kaplan) reject traditional forms of theism, though this is by no means universal. Many Reconstructionist Jews are deists, but the movement also includes Jews who hold Kabbalistic, pantheistic, personal, and/or panentheistic views of God. As he explicitly stated, Kaplan's theology does not represent the only Reconstructionist understanding of theology; theology is not the cornerstone of the Reconstructionist movement. Much more central is the idea that Judaism as a Civilization and that the Jewish people must take an active role in ensuring its future by participating in its ongoing evolution. Consequently, a strain of distinctly non-Kaplanian Reconstructionism exists.[citation needed] In this view, Kaplan's assertions concerning Jewish belief and practice are largely rejected while his principle of Judaism being an "evolving religious civilization" is sustained. The basis for this approach is that Kaplan spoke for his generation; he also wrote that every generation would need to define itself and its civilization for itself.[citation needed] In the thinking of these Reconstructionists, what Kaplan said concerning Jewish belief and practice is inapplicable to the generations of Reconstructionism since his death. As such, non-Kaplanian Reconstructionist Judaism could include belief in a personal God, endorsement of the concept of Jews as the chosen people, a belief in some form of resurrection and/or an afterlife, and adherence to some version of binding halakha. In the latter context, novel interpretations of domains of halakha like kashrut have emerged, such as Eco-Kashrut.[citation needed] Jewish law and tradition Reconstructionist Judaism holds that the traditional halakhic system is incapable of producing a code of conduct that is meaningful for, and acceptable to, the vast majority of contemporary Jews, and thus must be reinterpreted in each new time. Unlike classical Reform Judaism, Reconstructionism holds that a person's default position should be to incorporate Jewish laws and tradition into their lives, unless they have a specific reason to do otherwise. However, some Reconstructionists believe that halakha is neither normative nor binding, but are general guidelines. Reconstructionism promotes many traditional Jewish practices. Thus, the commandments have been replaced with "folkways", non-binding customs that can be democratically accepted or rejected by the congregations. Folkways that are promoted include keeping the Hebrew language in the prayer service, studying Torah, daily prayer, wearing kippot (yarmulkes), tallitot and tefillin during prayer, and observance of the Jewish holidays. Reconstructionists may use distinct prayer books, such as the Kol haneshamah Hebrew/English Reconstructionist prayer book. Marc Shapiro called attention to the Reconstructionist Kol haneshamah taking liberties with the text, sometimes with an English translation "so blatantly inaccurate that we have no choice but to regard it as a conscious alteration." Beliefs In practice, Kaplan's books, especially The Meaning of God in Modern Jewish Religion and Judaism as a Civilization are de facto statements of principles. In 1986, the Reconstructionist Rabbinical Association (RRA) and the Federation of Reconstructionist Congregations and Havurot (FRCH) adopted the official "Platform on Reconstructionism". It is not a mandatory statement of principles, but rather a consensus of current beliefs. Major points of the platform state: Judaism is the result of natural human development. There is no such thing as divine intervention; Judaism is an evolving religious civilization; Zionism and aliyah (immigration to Israel) are encouraged; Reconstructionist Judaism is based on a democratic community where the laity can make decisions, not just rabbis; The Torah was not inspired by God; it only comes from the social and historical development of Jewish people; The classical view of God is rejected. God is redefined as the sum of natural powers or processes that allows mankind to gain self-fulfillment and moral improvement; The idea that God chose the Jewish people for any purpose, in any way, is "morally untenable", because anyone who has such beliefs "implies the superiority of the elect community and the rejection of others." Most Reconstructionists do not believe in revelation (the idea that God reveals his will to human beings). This is dismissed as supernaturalism. Kaplan posits that revelation "consists in disengaging from the traditional context those elements in it which answer permanent postulates of human nature, and in integrating them into our own ideology... the rest may be relegated to archaeology". Many writers have criticized the movement's most widely held theology, religious naturalism. David Ray Griffin and Louis Jacobs have objected to the redefinitions of the terms "revelation" and "God" as being intellectually dishonest, and as being a form of "conversion by definition"; in their critique, these redefinitions take non-theistic beliefs and attach theistic terms to them. Similar critiques have been put forth by Rabbis Neil Gillman, Milton Steinberg, and Michael Samuels. Reconstructionist Judaism is egalitarian concerning gender roles. All positions are open to all genders; they are open to lesbians, gay men, and transgender individuals as well. Jewish identity Reconstructionist Judaism allows its rabbis to determine their own policy regarding officiating at interfaith marriages. Some congregations accept patrilineal as well as matrilineal descent, and children of one Jewish parent, of any gender, are considered Jewish by birth if raised as Jews. This contrasts with the traditional interpretations of Jewish law of both Rabbinic Judaism, in which a child is Jewish by birth if its mother was Jewish and of Karaite Judaism, in which a child is Jewish by birth if its father was Jewish. The role of non-Jews in Reconstructionist congregations is a matter of ongoing debate. Practices vary between synagogues. Most congregations strive to strike a balance between inclusivity and the integrity of boundaries. The Jewish Reconstructionist Federation (JRF) has issued a non-binding statement attempting to delineate the process by which congregations set policy on these issues, and sets forth sample recommendations. These issues are ultimately decided by local lay leadership. In 2015, the Reconstructionist Rabbinical College voted to accept rabbinical students in interfaith relationships, making Reconstructionist Judaism the first type of Judaism officially to allow rabbis in relationships with non-Jewish partners. In making the decision, the movement considered that "many younger progressive Jews, including many rabbis and rabbinical students, now perceive restrictions placed on those who are intermarried as reinforcing a tribalism that feels personally alienating and morally troubling in the 21st century." In April 2016, nineteen Reconstructionist rabbis announced the formation of Beit Kaplan, originally to protest the decision to allow rabbis to have non-Jewish partners, but more recently to challenge the ordination and inclusion of non-Zionist rabbis. As of July 2025, Beit Kaplan had 92 members. Although the Reconstructionist movement officially supports liberal Zionism, it also has a disproportionate number of anti-Zionist members. Of the Jewish Voice for Peace rabbinical council, about 60 percent of their members were trained at the Reconstructionist Rabbinical College. Organizations Over 100 synagogues and havurot, mostly in the United States and Canada, were affiliated with the Jewish Reconstructionist Federation. As of June 3, 2012, the Reconstructionist movement has been restructured. A joint institution consisting of the Reconstructionist Rabbinical College (RRC) and the congregational organization is now the primary organization of the movement. The movement's new designation was first "Jewish Reconstructionist Communities," and in 2018 became Reconstructing Judaism. Deborah Waxman was inaugurated as the president of the RRC and Jewish Reconstructionist Communities on October 26, 2014. As the president of the RRC, she is believed to be the first woman and first lesbian to lead a Jewish congregational union, and the first lesbian to lead a Jewish seminary; the RRC is both a congregational union and a seminary. Waxman is a 1999 graduate of RRC. The RRC educates rabbis. The Reconstructionist Rabbinical Association is the professional organization of Reconstructionist rabbis. The Jewish Reconstructionist youth organization is named No'ar Hadash. Camp Havaya (formerly Camp JRF) in South Sterling, Pennsylvania, is the Reconstructionist movement's summer sleep away camp. In April 2016, a new Reconstructionist rabbinical organization was formed: Beit Kaplan: The Rabbinic Partnership for Jewish Peoplehood. Originally, Beit Kaplan was focused upon opposing both the decision to allow Reconstructionist rabbis to have non-Jewish partners, and the Boycott, Divestment and Sanctions movement within Reconstructionist circles. Following the 2023 Hamas-led attack on Israel, Beit Kaplan's membership increased to 72 rabbis and rabbinical students in six countries. Presently, Beit Kaplan focuses on a "course correction" to reestablish the Reconstructionist movement's support for Israel and emphasis on the centrality of Jewish peoplehood. As of July 2025, Beit Kaplan had 92 members. According to the 2010 US Religion Census, there were 41,436 members of Reconstructionist Judaism within 95 synagogues. As of 2020, the Pew Research Center estimated that Reconstructionist Judaism, along with Humanistic Judaism and other smaller denominations, constituted 4% of the United States's 7.5 million Jews. Relation to other Jewish movements Originally an offshoot of Conservative Judaism, Reconstructionism retains warm relations with Reform Judaism; however, Orthodox Judaism considers Reconstructionism, and every other non-Orthodox denomination, to be in violation of proper observance of interpretation of Jewish law. The Jewish Reconstructionist Federation is a member of the World Union for Progressive Judaism, in which it gained an observer status in 1990. See also Notes References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Boundary_(topology)] | [TOKENS: 2479]
Contents Boundary (topology) In topology and mathematics in general, the boundary of a subset S of a topological space X is the set of points in the closure of S not belonging to the interior of S. An element of the boundary of S is called a boundary point of S. The term boundary operation refers to finding or taking the boundary of a set. Notations used for boundary of a set S include bd ⁡ ( S ) , fr ⁡ ( S ) , {\displaystyle \operatorname {bd} (S),\operatorname {fr} (S),} and ∂ S {\displaystyle \partial S} . Terminology Some authors (for example, Willard in General Topology) use the term frontier instead of boundary in an attempt to avoid confusion with a different definition used in algebraic topology and the theory of manifolds. Despite widespread acceptance of the meaning of the terms boundary and frontier, they have sometimes been used to refer to other sets. For example, Metric Spaces by E. T. Copson uses the term boundary to refer to Hausdorff's border, which is defined as the intersection of a set with its boundary. Hausdorff also introduced the term residue, which is defined as the intersection of a set with the closure of the border of its complement. Definitions There are several equivalent definitions for the boundary of a subset S ⊆ X {\displaystyle S\subseteq X} of a topological space X , {\displaystyle X,} which will be denoted by ∂ X S , {\displaystyle \partial _{X}S,} or simply ∂ S {\displaystyle \partial S} if X {\displaystyle X} is understood: A boundary point of a set is any element of that set's boundary. The boundary ∂ X S {\displaystyle \partial _{X}S} defined above is sometimes called the set's topological boundary to distinguish it from other similarly named notions such as the boundary of a manifold with boundary or the boundary of a manifold with corners, to name just a few examples. A connected component of the boundary of S is called a boundary component of S. Examples Consider the real line R {\displaystyle \mathbb {R} } with the usual topology (that is, the topology whose basis sets are open intervals) and Q , {\displaystyle \mathbb {Q} ,} the subset of rational numbers (whose topological interior in R {\displaystyle \mathbb {R} } is empty). Then in R {\displaystyle \mathbb {R} } we have These last two examples illustrate the fact that the boundary of a dense set with empty interior is its closure. They also show that it is possible for the boundary ∂ S {\displaystyle \partial S} of a subset S {\displaystyle S} to contain a non-empty open subset of X := R {\displaystyle X:=\mathbb {R} } ; that is, for the interior of ∂ S {\displaystyle \partial S} in X {\displaystyle X} to be non-empty. However, a closed subset's boundary always has an empty interior. The notation ∂ X S {\displaystyle \partial _{X}S} is used because the boundary of a set S {\displaystyle S} crucially depends on the surrounding topological space X {\displaystyle X} that's considered. Take for instance the set S = { r ∈ Q ∣ 0 < r < 2 } {\displaystyle S=\{r\in \mathbb {Q} \mid 0<r<{\sqrt {2}}\}} . Considered as a subset of R {\displaystyle \mathbb {R} } , its boundary is the closed interval [ 0 , 2 ] {\displaystyle [0,{\sqrt {2}}]} ; considered as a subset of Q {\displaystyle \mathbb {Q} } (where Q {\displaystyle \mathbb {Q} } is given its usual topology, the subspace topology inherited from R {\displaystyle \mathbb {R} } ), the boundary of S {\displaystyle S} is { 0 } {\displaystyle \{0\}} ; and considered as a subset of X = S {\displaystyle X=S} itself, its boundary is empty. Given the usual topology on R 2 , {\displaystyle \mathbb {R} ^{2},} the boundary of a closed disk Ω = { ( x , y ) : x 2 + y 2 ≤ 1 } {\displaystyle \Omega =\left\{(x,y):x^{2}+y^{2}\leq 1\right\}} is the disk's surrounding circle: ∂ Ω = { ( x , y ) : x 2 + y 2 = 1 } . {\displaystyle \partial \Omega =\left\{(x,y):x^{2}+y^{2}=1\right\}.} If the disk is instead viewed as a set in R 3 {\displaystyle \mathbb {R} ^{3}} with its own usual topology, that is, Ω = { ( x , y , 0 ) : x 2 + y 2 ≤ 1 } , {\displaystyle \Omega =\left\{(x,y,0):x^{2}+y^{2}\leq 1\right\},} then the boundary of the disk is the disk itself: ∂ Ω = Ω . {\displaystyle \partial \Omega =\Omega .} Properties The boundary of a set is closed; this follows from the formula ∂ X S = S ¯ ∩ ( X ∖ S ) ¯ , {\displaystyle \partial _{X}S~=~{\overline {S}}\cap {\overline {(X\setminus S)}},} which expresses ∂ X S {\displaystyle \partial _{X}S} as the intersection of two closed subsets of X . {\displaystyle X.} A set is closed if and only if it contains its boundary, and open if and only if it is disjoint from its boundary. The closure of a set S {\displaystyle S} equals the union of the set with its boundary: S ¯ = S ∪ ∂ S . {\displaystyle {\overline {S}}=S\cup \partial S.} ("Trichotomy") Given any subset S ⊆ X , {\displaystyle S\subseteq X,} each point of X {\displaystyle X} lies in exactly one of the three sets int X ⁡ S , ∂ X S , {\displaystyle \operatorname {int} _{X}S,\partial _{X}S,} and int X ⁡ ( X ∖ S ) . {\displaystyle \operatorname {int} _{X}(X\setminus S).} Said differently, X = ( int X ⁡ S ) ∪ ( ∂ X S ) ∪ ( int X ⁡ ( X ∖ S ) ) {\displaystyle X~=~\left(\operatorname {int} _{X}S\right)\;\cup \;\left(\partial _{X}S\right)\;\cup \;\left(\operatorname {int} _{X}(X\setminus S)\right)} and these three sets are pairwise disjoint. A point p ∈ X {\displaystyle p\in X} is a boundary point of a set if and only if every neighborhood of p {\displaystyle p} contains at least one point in the set and at least one point not in the set. The boundary of the interior of a set as well as the boundary of the closure of a set are both contained in the boundary of the set. A set and its complement have the same boundary: ∂ X S = ∂ X ( X ∖ S ) . {\displaystyle \partial _{X}S=\partial _{X}(X\setminus S).} A set U {\displaystyle U} is a dense open subset of X {\displaystyle X} if and only if ∂ X U = X ∖ U . {\displaystyle \partial _{X}U=X\setminus U.} The interior of the boundary of a closed set is empty. Consequently, the interior of the boundary of the closure of a set is empty. The interior of the boundary of an open set is also empty. Consequently, the interior of the boundary of the interior of a set is empty. In particular, if S ⊆ X {\displaystyle S\subseteq X} is a closed or open subset of X {\displaystyle X} then there does not exist any nonempty subset U ⊆ ∂ X S {\displaystyle U\subseteq \partial _{X}S} such that U {\displaystyle U} is open in X . {\displaystyle X.} This fact is important for the definition and use of nowhere dense subsets, meager subsets, and Baire spaces. A set is the boundary of some open set if and only if it is closed and nowhere dense. The boundary of a set is empty if and only if the set is both closed and open (that is, a clopen set). Conceptual Venn diagram showing the relationships among different points of a subset S {\displaystyle S} of R n . {\displaystyle \mathbb {R} ^{n}.} A {\displaystyle A} = set of accumulation points of S {\displaystyle S} (also called limit points), B = {\displaystyle B=} set of boundary points of S , {\displaystyle S,} area shaded green = set of interior points of S , {\displaystyle S,} area shaded yellow = set of isolated points of S , {\displaystyle S,} areas shaded black = empty sets. Every point of S {\displaystyle S} is either an interior point or a boundary point. Also, every point of S {\displaystyle S} is either an accumulation point or an isolated point. Likewise, every boundary point of S {\displaystyle S} is either an accumulation point or an isolated point. Isolated points are always boundary points. Boundary of a boundary For any set S , ∂ S ⊇ ∂ ∂ S , {\displaystyle S,\partial S\supseteq \partial \partial S,} where ⊇ {\displaystyle \,\supseteq \,} denotes the superset with equality holding if and only if the boundary of S {\displaystyle S} has no interior points, which will be the case for example if S {\displaystyle S} is either closed or open. Since the boundary of a set is closed, ∂ ∂ S = ∂ ∂ ∂ S {\displaystyle \partial \partial S=\partial \partial \partial S} for any set S . {\displaystyle S.} The boundary operator thus satisfies a weakened kind of idempotence. In discussing boundaries of manifolds or simplexes and their simplicial complexes, one often meets the assertion that the boundary of the boundary is always empty. Indeed, the construction of the singular homology rests critically on this fact. The explanation for the apparent incongruity is that the topological boundary (the subject of this article) is a slightly different concept from the boundary of a manifold or of a simplicial complex. For example, the boundary of an open disk viewed as a manifold is empty, as is its topological boundary viewed as a subset of itself, while its topological boundary viewed as a subset of the real plane is the circle surrounding the disk. Conversely, the boundary of a closed disk viewed as a manifold is the bounding circle, as is its topological boundary viewed as a subset of the real plane, while its topological boundary viewed as a subset of itself is empty. In particular, the topological boundary depends on the ambient space, while the boundary of a manifold is invariant. See also Notes Citations References
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[SOURCE: https://en.wikipedia.org/wiki/Shock_humour] | [TOKENS: 270]
Contents Shock humour Shock humour is a style of comedy intended to shock the audience. This can be achieved through excessively foul toilet humour, pop cultural references, overt violent and sexual themes, profanity, mocking of serious themes (otherwise known as black comedy), or through tactlessness in the aftermath of a crisis. In radio, shock jocks use this brand of humour. Such risque broadcasting can cause controversy, such as Jim Quinn and Don Jefferson's "Stupid Human Tricks" segment of their late-1980s WBZZ-FM show. Practitioners of shock humour include Andrew Dice Clay, Andy Kaufman, Tom Green, Bill Hicks, George Carlin, Bill Maher, Bill Burr, Louis C.K. and Eric André. The movie Fritz the Cat, the video game series Saints Row, the television shows The Ren & Stimpy Show, Robot Chicken, The Simpsons, South Park, Family Guy, Superjail!, Jackass, Space Ghost: Coast to Coast, Drawn Together, Panty & Stocking with Garterbelt, The Owl House, Rick and Morty, Beavis and Butt-Head , It's Always Sunny in Philadelphia and The Filthy Frank Show have also been described as shock humour. See also References 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/Cliques] | [TOKENS: 1703]
Contents Clique A clique (AusE, CanE, UK: /ˈkliːk/ or US: /ˈklɪk/; French: [klik]), in the social sciences, is a small group of individuals who interact with one another and share similar interests rather than include others. Interacting with cliques is part of normative social development regardless of gender, ethnicity, or popularity. Although cliques are most commonly studied during adolescence and middle childhood development, they exist in all age groups. They are often bound together by shared social characteristics such as ethnicity and socioeconomic status. Examples of common or stereotypical adolescent cliques include athletes, nerds, and "outsiders". Typically, people in a clique will not have a completely open friend group and can, therefore, "ban" members if they do something considered unacceptable, such as talking to someone disliked. Some cliques tend to isolate themselves as a group and view themselves as superior to others, which can be demonstrated through bullying and other antisocial behaviors. Terminology Within the concepts of sociology, cliques are a formation of two or more individuals who share bonding characteristics that allow for them to identify with one another to form a social network. Those within the group communicate and associate with one another more than those outside of the group. The formation of cliques can be identified within different social environments throughout the course of their lives. One person may be part of multiple cliques, each forming and functioning independently from one another. Cliques are relevant in society due to the social influence or peer pressure that results from the interactions with individuals who share a common characteristic. The outcomes associated with clique formations may be endless, with varying degrees of influence. So, a formal clique, such as a professional organization, would have a different kind of influence as compared to a social clique consisting of close friends. Social isolation In their article "Social Isolation In America", Paolo Parigi and Warner Henson II define social isolation as "the degree of apartness of an entity; [which] may have structural or subjective interpretations." Social isolation may occur when cliques set themselves apart from other groups. A clique can also involve a high degree of social commitment to a specific group. A stronger level of commitment results in an individual having a reduced amount of interaction with other social groups. Cliquish behavior often involves repetition concerning activities, vernacular, preferences, and manner, resulting in conflict with other cliques, creating "outsiders." Individuals can also experience social isolation within their own clique if their values and/or behavior begin to differ from the rest of the group. Members Different factors affect the way cliques are established and who is included within their membership[citation needed]. In some cases, people are subconsciously placed in a clique by association. For example, joining a basketball team usually causes others to perceive that person as an "athlete" automatically. Many people may gravitate toward a clique subconsciously through how they are perceived or whom they may be associated with. Sharing similar interests is the most common way cliques are formed. As people interact with each other doing the simple things they enjoy doing, they may find themselves drifting towards or becoming attracted to others who share the same passion. This usually causes one to gain confidence by being surrounded by people who share similar interests, and it may cause an individual to feel more socially accepted[citation needed]. Ethnicity usually plays a role according to the setting or time frame. In today's society, race still is prevalent, and therefore, cliques solely based on race have been formed[citation needed]. Members of cliques often create their own distinct dress code and uniquely communicate with one another. As a result, this makes a clique unique and reassures each member that they belong to that specific group. As these cliques come together, it isn't hard to distinguish one from the other. For example, Deadheads, the followers of the band The Grateful Dead, identify one another with various forms of tie-dyed clothing. Interactions among members of a clique can also lead to organized social events, such as parties, significant dates, or private meetings. Clique members have a strong commitment to their respective groups. In regards to this, being present at social events is seen as mandatory[citation needed]. Considering this, it shows the firmness of cliques and how people ultimately conform to these specific groups. Tina Abbott in her book "Social and Personality Development" describes how these members conform to their specific group. "Conformity to peer groups is a prerequisite to achieving independence and autonomy as an adult... As the young person struggles to become independent from their parents, they use the security provided by the peer group and the self-confidence that comes with it, to take the final step towards independence". Homophily Homophily is how people tend to link up with others because they share similar characteristics. The existence of homophily is also very prevalent in today's society. This concept can be seen as a possible main cause of clique formation. On the subject of homophily, people come together and link up for many different reasons. The most typical reason is people who are close in a location easily bond with each other. Also, people who meet through the family, workplace, or any activity that places people in contact with others often form personal relationships. In some cases, the impact of homophily can be seen when people in cliques get married. Network formation This involves meeting new people to form relationships and work together to gain better opportunities. Some people find that being associated with a clique is a way to find or gain a better chance at success. For example, many join a sorority or fraternity to gain an advantage at getting a job because they may be hired by someone affiliated. Cliques go hand in hand in the way people network and are especially prevalent for those looking for jobs. Organization Every clique has some form of organization that makes up the network of social interaction. Informal clique networks are groups that do not have a legitimate organizational structure in which they can be established and dissolved in a shorter time period. An informal clique may consist of a person's friend group or co-workers while also identifying other more informal groups, such as criminal gangs. On the other hand, a formal clique is a group with a socially accepted organization that is hierarchical in structure. A formal clique is composed of members who have identifiable roles and interactions with one another and is found in numerous professional organizations, businesses, and even family structure. Culture is a very influential factor in the organization of clique structures because the boundaries established through differences in cultural aspects are persistent, even when the membership varies from time to time. For example, the differences in language, beliefs, traditions, etc. have always created a distinct separation or boundary between groups of people even though the group members are constantly changing. Development The formation and deformation of clique structures do not end with adolescence, even though the number of interactions with clique groups decreases, and the type of groups may change. As individuals become adults, their social interpretations alter, and their cliques originate from their immediate environment, rather than from common social characteristics. A clique should not be confused with a crowd because the smaller size and specific boundaries of a group is what causes the group formation to be considered a clique. A clique can develop in several different ways and within environments that consist of individuals who interact regularly. The structural cohesion of the clique is the constant face-to-face interaction between members that can either create or dissolve the group, depending upon the level of interaction. If face-to-face interaction is regularly established, then cohesion between individuals will form. However, if the face-to-face interaction depreciates, then the cohesive social bond between said individuals will eventually dissolve. Social impact A clique may inhibit external social influence by impacting the emotions, opinions, or behaviors of group members. There are many ways in which the perception of information between members in a clique can influence other members on a greater level than if they had received the same information from a different source. For example, receiving information from a close friend or family member is interpreted and responded to differently from receiving the same information from someone who is not within the clique structure. The satisfaction, interaction, and closeness of an individual's clique groups develop and change throughout the years. Yet, there is always a constant morphing of both the individual and the group as time goes on. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Jewish_Science] | [TOKENS: 416]
Contents Jewish Science Jewish Science is a Judaic spiritual new religious movement related to the New Thought. Many of its members also attend services at conventional synagogues. Jewish Science is an interpretation of Jewish philosophy that was originally conceived by Rabbi Alfred Geiger Moses in the early 1900s in response to the growing influence of Christian Science and the New Thought movement. Rather than the paternal God figure encountered in Hebrew tradition, "Jewish Science views God as an energy or force penetrating the reality of the universe. God is the source of all reality, and not separate from but a real part of our world." His fundamental teachings are found in his 1916 book Jewish Science: Divine Healing in Judaism. The movement was institutionalized in 1922 with Rabbi Morris Lichtenstein's founding of the Society of Jewish Science. History Thanks to radio broadcasts on WMCA and the establishment of the Jewish Science Interpreter magazine the movement attracted numerous adherents, thereby helping its rise to prominence in the Jewish community. In 1938, Tehilla Lichtenstein became the spiritual leader of the Society of Jewish Science in New York, making her the first Jewish American woman to serve as the spiritual leader of an ongoing Jewish congregation, although she was not ordained. Currently, the Society's "Home Center" and synagogue is located in midtown Manhattan, New York.[citation needed] The Society also maintains a congregation in Los Angeles California, and many study groups around the country which focus on each of the main texts of Jewish Science. Affirmative prayer Jewish Science leader Morris Lichtenstein found affirmative prayer to be particularly useful because, he believed, it provided the personal benefits of prayer without requiring the belief in a supernatural God who could suspend the laws of nature. He considered affirmative prayer to be a method to access inner power that could be considered divine, but not supernatural. He taught that the origins of affirmative prayer can be found in the Hebrew Bible's Book of Psalms, and that affirmations, or affirmative prayers, are best offered in silence. See also Citations References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Market_capitalization] | [TOKENS: 819]
Contents Market capitalization Market capitalization, sometimes referred to as market cap, is the total value of a publicly traded company's outstanding common shares owned by stockholders. Market capitalization is equal to the market price per common share multiplied by the number of common shares outstanding. Description Market capitalization is sometimes used to rank the size of companies. It measures only the equity component of a company's capital structure, and does not reflect management's decision as to how much debt (or leverage) is used to finance the firm. A more comprehensive measure of a firm's size is enterprise value (EV), which gives effect to outstanding debt, preferred stock, and other factors. For insurance firms, a value called the embedded value (EV) has been used. It is also used in ranking the relative size of stock exchanges, being a measure of the sum of the market capitalizations of all companies listed on each stock exchange. The total capitalization of stock markets or economic regions may be compared with other economic indicators (e.g. the Buffett indicator). The approximate total market capitalization of all publicly traded companies was: Total market capitalization of all publicly traded companies in the world from 1975 to 2020. Calculation Market cap is given by the formula MC = N × P {\textstyle {\text{MC}}=N\times P} , where MC is the market capitalization, N is the number of common shares outstanding, and P is the market price per common share. For example, if a company has 4 million common shares outstanding, and the closing price per share is $20, its market capitalization is then $80 million. If the closing price per share rises to $21, the market cap becomes $84 million. If it drops to $19 per share, the market cap falls to $76 million. This is in contrast to mercantile pricing where purchase price, average price and sale price may differ due to transaction costs. Not all of the outstanding shares trade on the open market. The number of shares trading on the open market is called the float. It is equal to or less than N because N includes shares that are restricted from trading. The free-float market cap uses just the floating number of shares in the calculation, generally resulting in a smaller number. Market cap terms Traditionally, companies were divided into large-cap, mid-cap, and small-cap. The terms mega-cap and micro-cap have since come into common use, and nano-cap is sometimes heard. Large caps have a slow growth rate as compared to small caps. Different numbers are used by different indexes; there is no official definition of, or full consensus agreement about, the exact cutoff values. The cutoffs may be defined as percentiles rather than in nominal dollars. The definitions expressed in nominal dollars need to be adjusted over decades due to inflation, population change, and overall market valuation (for example, $1 billion was a large market cap in 1950, but it is not very large now), and market caps are likely to be different country to country. FINRA's investor education materials state that the following is a typical (not official) categorization of stocks by market capitalization: The U.S. Securities and Exchange Commission notes that nano-cap stocks, in cases when they're separated from micro-caps, are typically defined as stocks with a market capitalization less than $50 million (as of 2013); which is equivalent to less than $66 million in 2024. S&P Dow Jones Indices defines 3 major US indices segmented by market capitalization. The components of these indices are selected by committee, but in order to be eligible, among other requirements, a stock's market capitalization at the time of addition must be within the respective range in the following table: These market cap eligibility criteria are only for addition to these indices, not for continued membership in an index. As a result, an S&P index constituent that appears to violate criteria for addition to that index is not removed unless ongoing conditions warrant an index change. See also References External links
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