text
stringlengths
0
473k
[SOURCE: https://www.bbc.com/future/article/20260128-how-to-make-google-put-trusted-sources-up-top-when-you-search] | [TOKENS: 1639]
How to make Google put preferred sources up top when you search28 January 2026ShareSaveBBC StaffShareSaveBBC(Credit: BBC)A new feature lets you choose which publishers – including the BBC – appear at the top of your search results. Here's how to use it.Whether seeking the day's headlines or a healthy recipe, turning to Google search inevitably yields almost too much information – and with the recent rollout of AI summaries, trusted sources can sometimes seem lost down the page. With their new Preferred Sources tool, Google has put some control back in users' hands. You can now personalise your Google settings to select the BBC and any other publication or news source you'd most want to see when you visit Google websites and apps. These are your Preferred Sources. Find out more, below. What is 'Preferred Sources'?Preferred Sources are websites you select in your Google settings that Google will prioritise when showing news and content. When you add a site as a Preferred Source, Google is more likely to show you articles, videos and other updates from that site.(Credit: BBC)Where will my Preferred Sources appear?Preferred Sources may appear in the Google Top Stories results on Google search. The most likely place you'll see your Preferred Sources will be in the "from your sources" section nested within Top Stories results, both in the desktop and mobile versions of Google search. What are the benefits of personalising my Preferred Sources?When you personalise your Preferred Sources settings, you're making Google work smarter for you. Choosing the BBC as a Preferred Source means that you see news from your trusted source more frequently.How do I add the BBC as a Google Preferred Source?The fastest way to add the BBC as a Preferred Source is to use this direct link and tick the box next to BBC.com. (If you're not logged in or you don't have a Google account, the link will first ask you to sign in or create an account before bringing you to the selection screen.)(Credit: BBC)You can also set your Preferred Sources while searching: After you search for something on Google, you'll see "Top Stories" next to a starred card icon. Click that icon to add BBC.com as a Preferred Source, then reload the search to see new BBC results. This preference will now be applied to all future Google searches.--For timely, trusted tech news from global correspondents to your inbox, sign up to the Tech Decoded newsletter, while The Essential List delivers a handpicked selection of features and insights twice a week. For more science, technology, environment and health stories from the BBC, follow us on Facebook and Instagram.Technology How to make Google put preferred sources up top when you search A new feature lets you choose which publishers – including the BBC – appear at the top of your search results. Here's how to use it. Whether seeking the day's headlines or a healthy recipe, turning to Google search inevitably yields almost too much information – and with the recent rollout of AI summaries, trusted sources can sometimes seem lost down the page. With their new Preferred Sources tool, Google has put some control back in users' hands. You can now personalise your Google settings to select the BBC and any other publication or news source you'd most want to see when you visit Google websites and apps. These are your Preferred Sources. Find out more, below. What is 'Preferred Sources'? Preferred Sources are websites you select in your Google settings that Google will prioritise when showing news and content. When you add a site as a Preferred Source, Google is more likely to show you articles, videos and other updates from that site. Where will my Preferred Sources appear? Preferred Sources may appear in the Google Top Stories results on Google search. The most likely place you'll see your Preferred Sources will be in the "from your sources" section nested within Top Stories results, both in the desktop and mobile versions of Google search. What are the benefits of personalising my Preferred Sources? When you personalise your Preferred Sources settings, you're making Google work smarter for you. Choosing the BBC as a Preferred Source means that you see news from your trusted source more frequently. How do I add the BBC as a Google Preferred Source? The fastest way to add the BBC as a Preferred Source is to use this direct link and tick the box next to BBC.com. (If you're not logged in or you don't have a Google account, the link will first ask you to sign in or create an account before bringing you to the selection screen.) You can also set your Preferred Sources while searching: After you search for something on Google, you'll see "Top Stories" next to a starred card icon. Click that icon to add BBC.com as a Preferred Source, then reload the search to see new BBC results. This preference will now be applied to all future Google searches. -- For timely, trusted tech news from global correspondents to your inbox, sign up to the Tech Decoded newsletter, while The Essential List delivers a handpicked selection of features and insights twice a week. For more science, technology, environment and health stories from the BBC, follow us on Facebook and Instagram. Fixing fashion's erratic sizing problem Tech Now meets a startup trying to fix one of the fashion industry's biggest blind spots, inconsistent sizing. The tactile tech giving deaf runners a fair start A gold‑medalist has developed a vibrating starting block to give deaf athletes clearer, fairer race starts. These futuristic screens help you navigate Tokyo In Tokyo, BBC TechXplore tests live translation and AI-powered displays that makes the city more navigable. The wearable tech that lets spectators feel the match At Tokyo's Deaflympics, deaf Judo fans aren't just watching the matches, they're feeling them, thanks to Hapbeat. Meet MOFO: will.i.am's rapping AI toy BBC Tech Now takes us inside CES 2026 to meet musician will.i.am and his AI toy, MOFO. The gadgets set to change your daily health and wellness Tech Now test out new gadgets disrupting the health industry at CES 2026 in Las Vegas. What's it like to meet your own avatar? Musician KT Tunstall meets her avatar as Tech Now explores music’s virtual future. How early filmmakers invented the internet’s funniest trend Discover how quirky clips paved the way for viral humour, proving randomness never goes out of style. Explaining how a touchscreen works with a sausage British mathematician Hannah Fry digs into the science of touchscreens. Why statistics fail to cure flying fears Why do flying fears persist despite falling accident rates? Learn tips to conquer your anxiety. Can smart phones get smarter BBC Click attend Mobile World Congress to test the latest tech products and trends. Can technology help reduce Parkinson’s symptoms? BBC Click visits a Madrid hospital to see patients treated with an ultrasound for tremors. The Lion King: How Mufasa was brought to life BBC Click speaks to the visual effects team behind the latest Disney blockbuster. How the TikTok ban affected US influencers BBC Click meets TikTok creator Peggy Xu who gained millions of views sharing milk videos. Is this the world's first AI powered hotel? BBC Click's Paul Carter visits the world's first fully AI-powered hotel in Las Vegas. Could an Arctic underground vault save our data? BBC Click explores an Arctic vault that stores digital artefacts from across the globe. How technology can monitor and improve our health BBC Click visits CES 2025 to find out about the latest health tech, from medical tools to well-being devices. The technology powering the iconic Sydney Opera House BBC Click heads behind the scenes of the Sydney Opera House to explore the tech powering the famous landmark. Inside the high-security facility tackling digital threats BBC reporter Marc Cieslak explores a high-security hub monitoring digital threats ahead of the US election. 'A tech firm stole our voices - then cloned and sold them' Two voice-over artists were listening to a podcast when they heard their own stolen AI-generated voices. Copyright 2026 BBC. All rights reserved. The BBC is not responsible for the content of external sites. Read about our approach to external linking.
========================================
[SOURCE: https://en.wikipedia.org/wiki/Transfer-based_machine_translation] | [TOKENS: 555]
Contents Transfer-based machine translation Transfer-based machine translation is a type of machine translation (MT). It is currently one of the most widely used methods of machine translation. In contrast to the simpler direct model of MT, transfer MT breaks translation into three steps: analysis of the source language text to determine its grammatical structure, transfer of the resulting structure to a structure suitable for generating text in the target language, and finally generation of this text. Transfer-based MT systems are thus capable of using knowledge of the source and target languages. Design Both transfer-based and interlingua-based machine translation have the same idea: to make a translation it is necessary to have an intermediate representation that captures the "meaning" of the original sentence in order to generate the correct translation. In interlingua-based MT this intermediate representation must be independent of the languages in question, whereas in transfer-based MT, it has some dependence on the language pair involved. The way in which transfer-based machine translation systems work varies substantially, but in general they follow the same pattern: they apply sets of linguistic rules which are defined as correspondences between the structure of the source language and that of the target language. The first stage involves analysing the input text for morphology and syntax (and sometimes semantics) to create an internal representation. The translation is generated from this representation using both bilingual dictionaries and grammatical rules. It is possible with this translation strategy to obtain fairly high quality translations, with accuracy in the region of 90%[vague] (although this is highly dependent on the language pair in question, for example the distance between the two). Operation In a rule-based machine translation system the original text is first analysed morphologically and syntactically in order to obtain a syntactic representation. This representation can then be refined to a more abstract level putting emphasis on the parts relevant for translation and ignoring other types of information. The transfer process then converts this final representation (still in the original language) to a representation of the same level of abstraction in the target language. These two representations are referred to as "intermediate" representations. From the target language representation, the stages are then applied in reverse. Analysis and transformation Various methods of analysis and transformation can be used before obtaining the final result. Along with these statistical approaches may be augmented generating hybrid systems. The methods which are chosen and the emphasis depends largely on the design of the system, however, most systems include at least the following stages: Transfer types One of the main features of transfer-based machine translation systems is a phase that "transfers" an intermediate representation of the text in the original language to an intermediate representation of text in the target language. This can work at one of two levels of linguistic analysis, or somewhere in between. The levels are: References See also
========================================
[SOURCE: https://en.wikipedia.org/wiki/Statistical_machine_translation] | [TOKENS: 2220]
Contents Statistical machine translation Statistical machine translation (SMT) is a machine translation approach where translations are generated on the basis of statistical models whose parameters are derived from the analysis of bilingual text corpora. The statistical approach contrasts with the rule-based approaches to machine translation as well as with example-based machine translation, that superseded the previous rule-based approach that required explicit description of each and every linguistic rule, which was costly, and which often did not generalize to other languages. The first ideas of statistical machine translation were introduced by Warren Weaver in 1949, including the ideas of applying Claude Shannon's information theory. Statistical machine translation was re-introduced in the late 1980s and early 1990s by researchers at IBM's Thomas J. Watson Research Center. Before the introduction of neural machine translation, it was by far the most widely studied machine translation method. Basis The idea behind statistical machine translation comes from information theory. A document is translated according to the probability distribution p ( e | f ) {\displaystyle p(e|f)} that a string e {\displaystyle e} in the target language (for example, English) is the translation of a string f {\displaystyle f} in the source language (for example, French). The problem of modeling the probability distribution p ( e | f ) {\displaystyle p(e|f)} has been approached in a number of ways. One approach which lends itself well to computer implementation is to apply Bayes' theorem, that is p ( e | f ) ∝ p ( f | e ) p ( e ) {\displaystyle p(e|f)\propto p(f|e)p(e)} , where the translation model p ( f | e ) {\displaystyle p(f|e)} is the probability that the source string is the translation of the target string, and the language model p ( e ) {\displaystyle p(e)} is the probability of seeing that target language string. This decomposition is attractive as it splits the problem into two subproblems. Finding the best translation e ~ {\displaystyle {\tilde {e}}} is done by picking up the one that gives the highest probability: For a rigorous implementation of this one would have to perform an exhaustive search by going through all strings e ∗ {\displaystyle e^{*}} in the native language. Performing the search efficiently is the work of a machine translation decoder that uses the foreign string, heuristics and other methods to limit the search space and at the same time keeping acceptable quality. This trade-off between quality and time usage can also be found in speech recognition. As the translation systems are not able to store all native strings and their translations, a document is typically translated sentence by sentence. Language models are typically approximated by smoothed n-gram models, and similar approaches have been applied to translation models, but this introduces additional complexity due to different sentence lengths and word orders in the languages. Statistical translation models were initially word based (Models 1-5 from IBM Hidden Markov model from Stephan Vogel and Model 6 from Franz-Joseph Och), but significant advances were made with the introduction of phrase based models. Later work incorporated syntax or quasi-syntactic structures. Benefits The most frequently cited[citation needed] benefits of statistical machine translation (SMT) over rule-based approach are: Shortcomings Word-based translation In word-based translation, the fundamental unit of translation is a word in some natural language. Typically, the number of words in translated sentences are different, because of compound words, morphology and idioms. The ratio of the lengths of sequences of translated words is called fertility, which tells how many foreign words each native word produces. Necessarily it is assumed by information theory that each covers the same concept. In practice this is not really true. For example, the English word corner can be translated in Spanish by either rincón or esquina, depending on whether it is to mean its internal or external angle. Simple word-based translation cannot translate between languages with different fertility. Word-based translation systems can relatively simply be made to cope with high fertility, such that they could map a single word to multiple words, but not the other way about[citation needed]. For example, if we were translating from English to French, each word in English could produce any number of French words— sometimes none at all. But there is no way to group two English words producing a single French word. An example of a word-based translation system is the freely available GIZA++ package (GPLed), which includes the training program for IBM models and HMM model and Model 6. The word-based translation is not widely used today; phrase-based systems are more common. Most phrase-based systems are still using GIZA++ to align the corpus[citation needed]. The alignments are used to extract phrases or deduce syntax rules. And matching words in bi-text is still a problem actively discussed in the community. Because of the predominance of GIZA++, there are now several distributed implementations of it online. Phrase-based translation In phrase-based translation, the aim is to reduce the restrictions of word-based translation by translating whole sequences of words, where the lengths may differ. The sequences of words are called blocks or phrases. These are typically not linguistic phrases, but phrasemes that were found using statistical methods from corpora. It has been shown that restricting the phrases to linguistic phrases (syntactically motivated groups of words, see syntactic categories) decreased the quality of translation. The chosen phrases are further mapped one-to-one based on a phrase translation table, and may be reordered. This table could be learnt based on word-alignment, or directly from a parallel corpus. The second model is trained using the expectation maximization algorithm, similarly to the word-based IBM model. Syntax-based translation Syntax-based translation is based on the idea of translating syntactic units, rather than single words or strings of words (as in phrase-based MT), i.e. (partial) parse trees of sentences/utterances. Until the 1990s, with advent of strong stochastic parsers, the statistical counterpart of the old idea of syntax-based translation did not take off. Examples of this approach include DOP-based MT and later synchronous context-free grammars. Hierarchical phrase-based translation Hierarchical phrase-based translation combines the phrase-based and syntax-based approaches to translation. It uses synchronous context-free grammar rules, but the grammars can be constructed by an extension of methods for phrase-based translation without reference to linguistically motivated syntactic constituents. This idea was first introduced in Chiang's Hiero system (2005). Language models A language model is an essential component of any statistical machine translation system, which aids in making the translation as fluent as possible. It is a function that takes a translated sentence and returns the probability of it being said by a native speaker. A good language model will for example assign a higher probability to the sentence "the house is small" than to "small the is house". Other than word order, language models may also help with word choice: if a foreign word has multiple possible translations, these functions may give better probabilities for certain translations in specific contexts in the target language. Systems implementing statistical machine translation Challenges with statistical machine translation Problems with statistical machine translation include: Single sentences in one language can be found translated into several sentences in the other and vice versa. Long sentences may be broken up, while short sentences may be merged. There are even languages that use writing systems without clear indication of a sentence end, such as Thai. Sentence aligning can be performed through the Gale-Church alignment algorithm. Efficient search and retrieval of the highest scoring sentence alignment is possible through this and other mathematical models. Sentence alignment is usually either provided by the corpus or obtained by the aforementioned Gale-Church alignment algorithm. To learn e.g. the translation model, however, we need to know which words align in a source-target sentence pair. The IBM-Models or the HMM-approach were attempts at solving this challenge. Function words that have no clear equivalent in the target language are another issue for the statistical models. For example, when translating from English to German, in the sentence "John does not live here", the word "does" has no clear alignment in the translated sentence "John wohnt hier nicht". Through logical reasoning, it may be aligned with the words "wohnt" (as it contains grammatical information for the English word "live") or "nicht" (as it only appears in the sentence because it is negated) or it may be unaligned. An example of such an anomaly is the phrase "I took the train to Berlin" being mistranslated as "I took the train to Paris" due to the statistical abundance of "train to Paris" in the training set. Depending on the corpora used, the use of idiom and linguistic register might not receive a translation that accurately represents the original intent. For example, the popular Canadian Hansard bilingual corpus primarily consists of parliamentary speech examples, where "Hear, Hear!" is frequently associated with "Bravo!" Using a model built on this corpus to translate ordinary speech in a conversational register would lead to incorrect translation of the word hear as Bravo! This problem is connected with word alignment, as in very specific contexts the idiomatic expression aligned with words that resulted in an idiomatic expression of the same meaning in the target language. However, it is unlikely, as the alignment usually does not work in any other contexts. For that reason, idioms could only be subjected to phrasal alignment, as they could not be decomposed further without losing their meaning. This problem was specific for word-based translation. Word order in languages differ. Some classification can be done by naming the typical order of subject (S), verb (V) and object (O) in a sentence and one can talk, for instance, of SVO or VSO languages. There are also additional differences in word orders, for instance, where modifiers for nouns are located, or where the same words are used as a question or a statement. In speech recognition, the speech signal and the corresponding textual representation can be mapped to each other in blocks in order. This is not always the case with the same text in two languages. For SMT, the machine translator can only manage small sequences of words, and word order has to be thought of by the program designer. Attempts at solutions have included re-ordering models, where a distribution of location changes for each item of translation is guessed from aligned bi-text. Different location changes can be ranked with the help of the language model and the best can be selected. SMT systems typically store different word forms as separate symbols without any relation to each other, and word forms or phrases that were not in the training data cannot be translated. This might be because of the lack of training data, changes in the human domain where the system is used, or differences in morphology. See also Notes and references External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Electronic_Entertainment_Expo_2016] | [TOKENS: 2304]
Contents E3 2016 The Electronic Entertainment Expo 2016 (E3 2016) was the 22nd E3, during which hardware manufacturers and software developers and publishers from the video game industry presented new and upcoming products to attendees, primarily retailers and members of the video game press. The event, organized by the Entertainment Software Association, took place at the Los Angeles Convention Center from June 14–16, 2016. Approximately 50,300 people attended the event, slightly down from the previous year's. The focus of E3 2016 was primarily on new software titles for the 8th generation of video game consoles, with new hardware revisions and auxiliary equipment to support the growing market sectors of 4K resolution displays and virtual reality headsets. The Expo started two days after the mass shooting at an Orlando, Florida nightclub. It was also three days after the murder of American singer and YouTuber Christina Grimmie, who had been scheduled to make an appearance at the event. To show support for victims of the tragedies, the exhibitors at the Expo made changes to their presentations and plans. Flags outside the Convention Center were lowered to half-mast. Bethesda and Nintendo presenters wore rainbow-colored ribbon pins during their press conferences in support of the victims, and Microsoft and the aforementioned Nintendo opened their presentations with a moment of silence for Grimmie and the other victims. Sony's chairman Shawn Layden started his presentation with a brief speech on the Orlando shooting, and Nintendo president Reggie Fils-Aimé gave his condolences to Grimmie's family and fans before starting his keynote speech. Other developers altered their approach to social media announcements during the Expo in the wake of current events. Press conferences Square Enix hosted a Deus Ex Universe pre-E3 press conference on June 8 at 8:30 a.m. During the conference, a 17-minute demo for Deus Ex: Mankind Divided was shown along with a new game mode called Breach, as well as the 3rd game in the Square Enix Go franchise, Deus Ex Go. Electronic Arts hosted its press conference on June 12 at 1:00 p.m. as part of their own EA Play event.[a] During the conference, EA showed two new trailers for Titanfall 2, gameplay of Battlefield 1, a behind-the-scenes look at Mass Effect: Andromeda and updates on upcoming Star Wars games from EA. The game company also revealed a teaser trailer for Madden NFL 17, a new game mode for FIFA 17, and a new project called EA Originals, which will help to publish titles created by indie developers, with the first such title being Fe. Bethesda hosted its second press conference on June 12 at 7:00 p.m. During the conference, a remaster of The Elder Scrolls V: Skyrim was revealed, along with new DLC content and VR versions for The Elder Scrolls Online, Doom and Fallout 4 and an intro for The Elder Scrolls: Legends. Trailers, gameplay, and release windows were shown for Prey, Quake Champions and Dishonored 2. Microsoft hosted a press conference on June 13 at 9:30 a.m. During the conference, Microsoft unveiled the Xbox One S—a new revision of the original Xbox One model with a smaller form factor and 4K video support (released August 2016), and teased "Project Scorpio"—later named Xbox One X, a higher-end version of the console scheduled for 2017. New trailers were shown for Gears of War 4, Halo Wars 2, Inside, Tekken 7, Killer Instinct, ReCore, Scalebound and Sea of Thieves, along with reveals of Dead Rising 4, State of Decay 2 and Forza Horizon 3. Additional announcements were made for new Xbox Live functionality, the Xbox Play Anywhere program that would allow users to play purchased supported Xbox One games on their Windows 10 computers without having to re-purchase the game and enable cross-platform play capabilities between the two platforms, and an Elite Wireless Controller themed to Gears of War 4, as well as the reveal of Xbox Design Lab and a demo for Final Fantasy XV. PC Gamer hosted the second PC Gaming Show on June 13 at 12:00 p.m. AMD announced two new graphic processor cards for PC gaming, and demonstrated a prototype wearable VR unit using an Alienware system with an AMD graphics card worn on a person's back. Warren Spector gave a short lecture appreciating the keyboard-and-mouse control schemes common to many PC games. Approximately twenty PC games were featured in the show, including expansions for Ark: Survival Evolved, Killing Floor 2, and Superhot and new games including Lawbreakers, Overland, The Turing Test, Dual Universe, Oxygen Not Included, Giant Cop, Mount & Blade II: Bannerlord, The Surge, Warhammer 40,000: Dawn of War III, and Vampyr. Ubisoft hosted a press conference on June 13 at 1:00 p.m. During the conference, new trailers and dates were shown for For Honor, Tom Clancy's Ghost Recon: Wildlands and South Park: The Fractured but Whole, along with demos of Watch Dogs 2 and Eagle Flight. Ubisoft also released the behind-the-scene footage of the Assassin's Creed movie, along with the reveals of Steep, Trials of the Blood Dragon, Grow Up, and Star Trek: Bridge Crew. Sony Interactive Entertainment hosted a press conference on June 13 at 6:00 p.m. Sony announced the cost and release date of the PlayStation VR headset on October 13, 2016, with fifty games to be supported at launch; additional VR games announced included Batman: Arkham VR, Star Wars: Battlefront X-Wing VR, and Farpoint. Sony announced the release date for the long-awaited The Last Guardian for October 25, 2016, and a planned remastering of the first three Crash Bandicoot games. New games announced included a new God of War, Resident Evil 7, Death Stranding, Days Gone, and at the time unnamed Spider-Man to be developed by Insomniac Games. Nintendo, continuing a precedence set at the previous three expos, decided to forego hosting either a traditional press conference or announcement video in favor of two separate day-long Treehouse Live shows. The first broadcast on June 14 was dedicated to the full reveal of The Legend of Zelda: Breath of the Wild and Pokémon Sun and Moon. The second broadcast on June 15 covered several other announced first-party titles, including the Pokémon Go Plus device that would work alongside the upcoming mobile game, Ever Oasis, Mario Party: Star Rush, Paper Mario: Color Splash, BoxBoxBoy!, and Rhythm Heaven Megamix, which was released that day on Nintendo's eShop. It also featured other third-party games that would appear on the Nintendo 3DS, including Monster Hunter Generations, Dragon Quest VII: Fragments of the Forgotten Past, and Yo-kai Watch 2. Nintendo made the unorthodox decision to not present the then-unrevealed Nintendo Switch (at this point still known as by its codename, "NX") at E3 2016, despite the console being due for an early 2017 release. At a shareholders meeting following E3, Shigeru Miyamoto stated that this was due to concerns of competitors copying from it if they revealed it too soon. Nintendo's presence on the show floor was devoted exclusively to Breath of the Wild. List of notable exhibitors Several major exhibitors who had attended the previous E3 exhibitions were not present. Activision opted to forgo a booth at the show, instead featuring their upcoming games through other publishers that would be there, such as allowing Sony to showcase Call of Duty: Infinite Warfare. Electronic Arts opted to hold their EA Play event separate from E3, and forgo any floor space at the show. Both Disney Interactive Studios (which ceased to operate as an independent developer effective May 2016) and Wargaming opted to not present in the event. The following is a partial list of vendors that had exhibitions during the convention: List of featured games This is a list of notable titles that appeared at E3 2016. 2K Games 505 Games Activision[b] Anuman Bandai Namco Entertainment Bethesda Softworks Bigben Interactive Capcom CD Projekt Chucklefish Codemasters Compulsion Games Deep Silver Devolver Digital Electronic Arts Focus Home Interactive GungHo Online Entertainment Inti Creates Kadokawa Corporation Koei Tecmo Konami Microsoft Studios Natsume Inc. Nintendo Nordic Games Paradox Interactive Sega Semanoor International Sony Interactive Entertainment Square Enix Team17 Telltale Games Ubisoft Xseed Games Warner Bros. Interactive Entertainment Game Critics Awards Following the Expo, journalists from over 40 different publications assembled and subsequently voted on games across various categories as their Best of E3 awards. The nominees were announced on June 29, 2016, and the winners on July 5, 2016. In addition to the awards below, God of War received a "Special Commendation for Graphics". Into the Pixel Exhibition The Into the Pixel exhibition, a collaboration between the Entertainment Software Association and the Academy of Interactive Arts & Sciences on display during E3, featured selected art that "push the interactive entertainment art form forward". The exhibit included selected concept art, in-game assets, and screenshots, from existing and upcoming games chosen from artist-submitted entries by a small jury. The fourteen games selected in 2016 include: E3 Live In prior years, there had been pressure on the ESA, the organizers of E3, to admit members of the public to the event. E3 is normally closed only to members of the video game industry and the media. As the video game industry is strongly driven by consumers and avid gamers, E3 has been criticized for denying them access to the event. In 2015, the ESA allocated 5000 tickets among the various floor exhibitors that they could give to fans to attend the expo. For E3 2016, the ESA planned a separate three-day E3 Live event held from June 14–16, 2016 alongside the main E3 event for members of the public at L.A. Live, which neighbors the Convention Center. The event was free but required ticket reservations. E3 Live was promoted with the opportunity for its attendees to try the games and meet with members of the industry and selected company representatives, along with musical performances. This is the first time that E3 offered any opportunity for the public at large to attend the E3 event. According to ESA's Mike Gallagher, the intent of E3 Live was to provide to gamers that were not part of the industry "the chance to test-drive exciting new games, interact with some of their favorite developers, and be among the first in the world to enjoy groundbreaking game experiences". The EA Live event drew about 20,000 people. According to James Brightman for GamesIndustry.biz, the event was underwhelming compared to what had been described, with only a few display areas among a small area. He spoke to those that attended who shared the same sentiment, that the promotion of the E3 Live event suggested there would be much more present. Notes References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Mini-map] | [TOKENS: 1016]
Contents Mini-map A mini-map or minimap is a miniature map HUD element that is often placed at a screen corner in video games to help players in orienting themselves within the game world. They are often only a small portion of the screen and must be selective in what details they display. Elements included on mini-maps vary by video game genre, but most minimaps feature at least one or more of the following: the position of the player character, allied units, structures, enemies, objectives, and surrounding terrain. Mini-maps have become common in real-time strategy and MMORPG video games because they serve as an indication of where the current screen lies within the scope of the game world. Most first-person shooter games also have some version or variant of the mini-map, often showing enemy and teammates locations in real-time. History Mini-maps have been around since the age of arcade video games. The term radar was used through the 1980s instead of mini-map.[citation needed] Battlezone (1980) and Horizon V (1982), have an overhead-view, circular radar showing the locations of enemies. Rally-X (1980) and Defender (1981) have a miniature, rectangular view of the entire scrolling world above or on the side of the play area, allowing players to see enemies that aren't on the screen. Features Many mini-maps make use of similar features. Common features are: In many games using a mini-map, the mini-map begins completely blank, while the map is automatically drawn as the player discovers new areas of the game world. After players discover new areas, the terrain of the discovered area often remains visible on the mini-map. If the player's characters or units cease to see the area, the area might be covered by a fog of war, so that unit or structure movements in that area will not be shown. Things in a fog of war portion of a mini-map may not be updated until they are rediscovered. Similar to custom layers in Google Earth, some team-oriented multiplayer games, such as Age of Empires II or Empire Earth, allow players to draw temporary lines, signals or markings on the mini-map for others to see. This allows for quick communication over large distances in games.[citation needed] In some 3D video games, the mini-map rotates when the player character or game camera faces different directions to keep the top of the map always corresponding to forward from the camera's point of view. This is common for games in the Grand Theft Auto series, and many racing games that show the track in a mini-map. In other games such as The Legend of Zelda series, the map does not rotate but features an arrow that moves about and rotates to show the player character's position and the direction they're facing. In some games, mini-maps that only show the close surrounding area often have icons on the edge to show the direction of locations or characters outside the area shown on the map. Some games also have a feature where the mini-map zooms out when the player character is travelling at high speed and zooms back in when they slow down. Automap An Automap is similar to a mini-map but traces its origin back to early role-playing games. In early dungeon crawl video games, players were expected to draw maps by hand as they played the game to solve complex mazes and explore large dungeons. Game boxes such as those for early 1980s Wizardry games included graph paper for this purpose. Games featuring automapping simulate the creation of a map, typically showing an abstract top-down view of nearby areas of the game world that is automatically updated as the player character gains knowledge of the environment. Automaps typically display doors, terrain types, and important locations or items.[citation needed] When discussing The Bard's Tale III's role as one of the first CRPGs with automapping, Computer Gaming World in 1994 wondered "How did we ever play without it?". Early automaps typically found in role-playing video games were pause screens that stopped gameplay when opened. Early examples of video games to feature a real-time automap include Sirius Software's Wayout in 1982 and Arsys Software's WiBArm in 1986. When the feature became popular with action-oriented games such as Doom and Diablo, the automap feature in these games did not pause the game and allowed the player to continue gameplay while the map was on screen. MUDs, which were popular multiplayer virtual worlds in the mid-1990s, rarely provided an automap. This resulted in MUD clients adding automapping as a feature, notably zMUD in September 1996. Code minimap in text editors and IDEs A code minimap in a text editor or Integrated development environment (IDE) is a reduced overview of the entire file in its own view pane, typically next to the main editor pane. The portion of the file visible in the main editor pane is highlighted, and clicking or dragging in this view scrolls the editor through the file. See also References
========================================
[SOURCE: https://www.fast.ai/posts/2020-03-31-tech-policy-govt.html] | [TOKENS: 1274]
6 Important Videos about Tech, Ethics, Policy, and Government Rachel Thomas March 31, 2020 On this page The remaining 6 videos from the the University of San Francisco Center for Applied Data Ethics Tech Policy Workshop are now available. This workshop was held in November 2019, which seems like a lifetime ago, yet the themes of tech ethics and responsible government use of technology remain incredibly relevant, particularly as governments are considering controversial new uses of technology for tracking or addressing the pandemic. You can go straight to the videos here, or read more below: - Hypervisibilizing the unseen: Dominant narratives, smart cities and race-blind tech policies, Tawana Petty - Fairness, Accountability, & Transparency: Lessons from predictive models in criminal justice, Kristian Lum - Diverse Faces, Diverse Lenses: Applied ethics and facial recognition research, Irina Raicu - Panel on Government Policy, Linda Gerull, Brian Hofer, Lee Hepner, and Heather Patterson - Deconstructing the Surveillance State, Rumman Chowdhury - Law and Data Driven Innovation, Deven Desai And be sure to check out the full playlist of workshop videos here! Hypervisibilizing the unseen: Dominant narratives, smart cities and race-blind tech policies If you teach the world to fear the other, individualization and hyper surveillance become inevitable. Detroit is an incredible example of how the power of propaganda became a toolkit for race-blind policies with racist consequences, data and tech misuse, digital surveillance and the dangerous conflation between safety and security. “Be Afraid, Be Very Afraid,” is no longer just the tagline from a classic movie, it’s become a mantra for being and an excuse not to see each other. Tawana Petty is Director of the Data Justice Program for the Detroit Community Technology Project and co-leads Our Data Bodies, a five-person team concerned about the ways our communities’ digital information is collected, stored, and shared by government and corporations. Watch her talk here: Fairness, Accountability, and Transparency: Lessons from predictive models in criminal justice The related topics of fairness, accountability, and transparency in predictive modeling have seen increased attention over the last several years. One application area where these topics are particularly important is criminal justice. In this talk, Dr. Lum gives an overview of her work in this area— spanning a critical look at predictive policing algorithms to the role of police discretion in pre-trial risk assessment models to a look behind the scenes at how risk assessment models are created in practice. Through these examples, she demonstrate the importance of each of these concepts in predictive modeling in general and in the criminal justice system in particular. Kristian Lum is an assistant research professor at Penn CIS and the lead statistician at the Human Rights Data Analysis Group (HRDAG), where she leads the HRDAG project on criminal justice in the United States. Watch her talk here: Diverse Faces, Diverse Lenses: Applied ethics and facial recognition research Ethical issues are like birds: they are pervasive, varied, and often go unnoticed (especially by those not trained to identify them). Ethical “lenses” (or approaches) can help us see them. This presentation will introduce the Markkula Center for Applied Ethics Framework for Ethical Decision-Making, which features five ethical lenses. Attendees will then work together to apply those lenses to a case study that reflects the complexity of ethical decisions faced by practitioners who work with data. Irina Raicu is Director of the Internet Ethics Program at the Markkula Center for Applied Ethics. Watch her talk here: Panel on Local Government There are significant challenges to creating informed tech policy, including: the diverse range of stakeholders involved, the way silicon valley incentives are misaligned with reflective policy making, binary modes of thinking, that munipalities are often an afterthought to tech companies, the gap between intended and actual use, and more. Our panel on local government had a lively and informative discussion. Panelists included: - Linda Gerull, CIO of City and County of San Francisco - Brian Hofer, founder of the non-profit Secure Justice whose work drafting SF’s ban on facial recognition was covered in the New York Times - Lee Hepner, an attorney and legislative aide who worked on SF’s facial recognition ban - Heather Patterson, privacy researcher at Intel and member of the Oakland Privacy Advisory Commission Deconstructing the Surveillance State The smart city has become co-opted by an exclusionary narrative that enables a surveillance state. In this talk, Dr. Chowdhury presents the global imperative to deconstruct the current surveillance state by illustrating already-existing harms. In it’s place, she shares a vision of Digital Urban Design, which presents a community-driven and collaborative smart city. A work in progress, the goal of digital urban design is to evolve the field of urban design to merge the digital and analog fabrics in a way that impacts and improves the lives of citizens. Rumman Chowdhury is the the Global Lead for Responsible AI at Accenture Applied Intelligence, where she works with C-suite clients to create cutting-edge technical solutions for ethical, explainable and transparent AI. Watch her talk here: Law and Data Driven Innovation Data-driven innovation fueled Silicon Valley and more after the first dotcom bubble. It still has potential to drive incredible outcomes. Yet the days of deference to companies because of promised innovation and creation of wealth seem to be over. This talk looks at where we came from and how changes in the law show dissatisfaction with innovation narratives. And yet, the talk offers that there is a way to use data and software to build trust and success going forward. Deven Desai is an associate professor in the faculty of the Law and Ethics Program at Georgia Tech’s Scheller College of Business. Watch his talk here: More CADE Videos You can check out the full playlist of videos from the CADE Tech Policy Workshop here! Be sure to read these posts with other videos and material from CADE events: - Disinformation: what it is, why it’s pervasive, and proposed regulations - Tech Ethics Crisis: The Big Picture, and How We Got Here - 4 Principles for Responsible Government Use of Technology - Concerned about the impacts of data misuse? Ways to get involved with the USF Center for Applied Data Ethics
========================================
[SOURCE: https://www.fast.ai/posts/2020-03-20-saving-the-mask.html] | [TOKENS: 1265]
Saving The Mask Sarada Lee March 20, 2020 On this page A message from Jeremy: This is a very special guest post from Sarada Lee (李文華), a Visiting Scholar at the Data Institute (University of San Francisco) and Conjoint Fellow at the School of Medicine and Public Health at the University of Newcastle. She’s also one of our most inspirational and impactful fast.ai alumni. Here, Sarada brings to us some potentially life-saving expertise that has been developed over the last 20 years in places that have already tackled respitatory pandemics: how to create masks, scaling from home production all the way to to mass production. The ability of even simple masks to protect from infection is now well established, with even the CDC providing guidance that basic surgical masks are worth using. If you go out without a mask, and you’re infected without knowing it, you’re putting your community at risk. And if someone that’s infected coughs when you’re within a couple of meters from them, and you’re not wearing a mask (and googles or glasses) then you’re at a much higher risk of getting infected yourself (this is both established science from a virology and epidemiology standpoint). There’s a huge shortage of masks in the US and many other countries, so please get to work creating masks, because you can help save lives. Your local hospital is the most important place to help first. The method here requires special equipment and materials, so you’ll need to coordinate with your local community to get things going. Also, there are simpler methods to create simpler masks. For help with both, we’ve provided a wiki and discussion thread for this post. Disclaimer: I am not a qualified medical professional. But, I lived through SARS in Hong Kong back in 2003. My ex-colleague was a confirmed case. I used to walk past her desk every day prior to her being admitted into a hospital. “Virtually everybody here (Hong Kong) has been through the drill, they know the consequences.” (Keiji Fukuda, a U.S. expert on infectious diseases and former assistant director-general for health security at the World Health Organization) One may argue about the protectiveness of wearing a mask. But, the bottom line is if I am an asymptomatic carrier of COVID-19, I won’t spread the virus to the people around me. That will help to “flatten the curve” (check out Jeremy and Rachel’s explanation). This video 1 (in Cantonese), shows the background and the development process. How to make the reusable mask (the base model)? Indicative print time and materials (g) required by size: 5:46 hrs 60.78g 3:08 hrs 33.58g 4:40 hrs 59.93g 2:34 hrs 33.00g 6:10 hrs 53.32g 2:45 hrs 28.52g How can we do better? Of course, the download file may not fit you perfectly which is the key for protection. You may want to modify the source files. But, you need to find out your face shape before you can modify it. This can be done by using multiple images from different angles to create a 3D model (look for structure from motion software). Alternatively, using deep learning to create it using a single photo (paper: Photorealistic Facial Texture Inference Using Deep Neural Networks by Shunsuke Saito et al. https://arxiv.org/pdf/1612.00523v1.pdf). Any one is up for this challenge? For engineers out there, to adhere a valve or more fancy design. One may doubt the protection from a surgical mask. I was able to source CKP-V28 filter sheets which can filter anything bigger than 0.3 micron which is a similar particle filtration rating as N95 (US) or P2 (Europe). (Caution: if this idea worked, this version of mask has NOT been tested or certified as a personal protective equipment.) To save money on materials, it is possible to recycle plastic bottles into filament by using a special cutter 4 or you can make one 5. For those in the industry, the mold can be made in aluminum using CNC machines. Please use your skills and resources to support this. Campaign Status: Remarks: I don’t have any financial interest in any products mentioned here. Final note Personal hygiene (more than washing hands regularly) is important 6. Social distancing/self-isolating is also important. If you don’t have hand sanitizer (with over 70% alcohol content). WHO recommends two formulas 7 for small volume production. While Ethanol (96%) may not be available, Alternatively, check with your local compounding pharmacy (not normal pharmacy), they may be able to make it for you. {: .no_toc} ### Footnotes (Click ↩︎ on a footnote to go back to where you were.) Footnotes “可重用STEM口罩 料日產二萬口罩贈學界社福界” (Translation: Reusable STEM masks, expected 20K daily production to benefit educational sector and the society) by 香港大紀元新唐人聯合新聞頻道 (Hong Kong Epoch Times), 13 March 2020. Video. Press.↩︎ “N95 3M mask: How to Wear & Remove” by SingHealth. Video↩︎ “To Beard or not to Beard? That’s a good Question!” in Centres for Disease Control and Prevention by Jaclyn Krah Cichowicz et al. 2 November 2017↩︎ A water bottle cutter Video↩︎ DIY water bottle cutter video↩︎ The Hong Kong University’s recommendations on personal hygiene. Credit: Prof. Ivan Hung (HKU Faculty)↩︎ WHO Guidelines on Hand Hygiene in Health Care: First Global Patient Safety Challenge Clean Care Is Safer Care. 12 WHO-recommended hand-rub formulations Website↩︎
========================================
[SOURCE: https://en.wikipedia.org/wiki/File:Tinkers_Construct_smeltery.png] | [TOKENS: 447]
File:Tinkers Construct smeltery.png Do not remove this tag until the deletion nomination is closed. If this template was added because you clicked "Mark for deletion" in the left menu (right when using Vector 2022 skin), please make sure that all necessary pages have been created. If they haven't been created after a few minutes, or if you added this template manually, you should complete these steps: For mass deletions: If you want to nominate several related images, please make a mass request by manually adding {{delete|reason=write reason|subpage=write name|year=2026|month=February|day=21}} to each image page and then following the steps hereinbefore. (Help on mass requests.) Note: This template is for requests that may require discussion in order to be deleted. For speedy deletions, you can use {{speedydelete|reason}}. Summary Licensing This screenshot either does not contain copyright-eligible parts or visuals of copyrighted software, or the author has released it under a free license (which should be indicated beneath this notice), and as such follows the licensing guidelines for screenshots of Wikimedia Commons. You may use it freely according to its particular license. Free software license: Copyright © mDiyo and KnightMiner Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Note: if the screenshot shows any work that is not a direct result of the program code itself, such as a text or graphics that are not part of the program, the license for that work must be indicated separately. File history Click on a date/time to view the file as it appeared at that time. File usage The following 5 pages use this file: Global file usage The following other wikis use this file:
========================================
[SOURCE: https://en.wikipedia.org/wiki/Big_Rigs:_Over_the_Road_Racing] | [TOKENS: 1574]
Contents Big Rigs: Over the Road Racing Big Rigs: Over the Road Racing is a 2003 racing video game developed by Stellar Stone and published by GameMill Publishing. The player controls a semi-trailer truck (a "big rig") and races a stationary opponent through checkpoints on US truck routes. Stellar Stone, based in California, outsourced the game's development to Ukraine, and the game was released in an unfinished state on November 20, 2003. Due to a multitude of bugs and lack of proper gameplay, Big Rigs was critically panned, became the worst-rated game on review aggregator websites Metacritic and GameRankings, and has frequently been cited as one of the worst video games of all time by gaming publications. Margarite Entertainment re-released the game via Steam in April 2025. Gameplay Big Rigs: Over the Road Racing is a racing video game. Although the game's packaging states the objective as racing over US truck routes to be the first to deliver cargo and avoid arrest by the police, the game features no law enforcement. The player chooses from four playable semi-trailer trucks ("big rigs") and five truck routes, although selecting the fourth route will cause the game to crash. Once selected, the player navigates their truck through checkpoints using the arrow keys. Driving in reverse allows the truck to accelerate indefinitely, while releasing the associated key will instantly halt it. There is no time limit to complete a race, and the opponent does not move.[a] The player's truck can pass through the opponent and all objects placed on the route due to a lack of collision detection. Off-roading bears no traction penalty, hills can be ascended and descended without affecting the truck's speed, and traversal is possible in the void outside the game map. Completing a race rewards the player with an image of a trophy bearing the phrase "You're winner!" [sic].[b] Development and release The development of Big Rigs: Over the Road Racing was commissioned by Stellar Stone, a company based in Santa Monica, California, and founded in late 2000 that outsourced game development to Eastern European countries like Russia. Sergey Titov, the chief executive officer of TS Group Entertainment, licensed his Eternity game engine to Stellar Stone in exchange for a "large chunk of the company". According to him, Big Rigs was developed by a team in Ukraine. Although Titov is credited as the producer and co-programmer of the game, he claimed to have had neither much input on the development, nor the possibility to halt the game's release. He stated that publisher GameMill Publishing initially sought to release one racing game stock keeping unit but later decided to split it in two—Big Rigs and Midnight Race Club—and shipped Big Rigs in what Titov believed was a pre-alpha state. The game was released on November 20, 2003, for Windows and distributed exclusively through Wal-Mart stores. Titov later offered to replace the game with any Activision Value title for buyers sending him their game copy, sales receipt, and registration card, which twenty people did. Reception Big Rigs: Over the Road Racing received "overwhelming dislike", according to the review aggregator website Metacritic. Around the initial release, based on five critic reviews, the site calculated a weighted average rating of 8/100, its lowest ever. A sixth review dropped the score to 6/100 in 2025. The game also stood as the all-time worst game on GameRankings. Big Rigs has been cited as one of the worst video games of all time by GameSpot (2004), PC Gamer (2010 and 2019), Kotaku (2012 and 2015), Computer and Video Games (2013), Hardcore Gamer (2014), The Guardian (2015), and GamesRadar+ (2017). On X-Play's March 2004 "Games You Should Never Buy" segment, co-host Morgan Webb described Big Rigs as "the worst game ever made" and refused to score it, as the program's rating system did not allow for a zero score. Steve Haske of GameZone regarded it as the "most abysmal" racing game in 2011. Alex Navarro reviewed Big Rigs for GameSpot in January 2004 and criticized the game's high number of bugs (including the absence of collision detection, enemy movement, and game physics), lack of proper gameplay, and poor truck controls. Additionally, he labeled the game as "easily one of the worst-looking PC games released in years" and "almost completely broken and blatantly unfinished in nearly every way", declaring that Big Rigs was "as bad as your mind will allow you to comprehend". Navarro rated the game a 1/10 (described as "abysmal"), the lowest score GameSpot allowed and had up to that point. He later argued that GameSpot should have introduced a 0/10 rating for Big Rigs. The game remained the only one to have received a 1/10 rating from GameSpot until 2013's Ride to Hell: Retribution. In the site's 2004 year-end accolades, Big Rigs was named the "Flat-Out Worst Game" and the editors stated that they would henceforth use the game's winning trophy to represent the award. In 2014, Alex Carlson of Hardcore Gamer remarked that, because Big Rigs lacked a challenge, incentive to play, and ability to lose, it could not be accurately described as a game. According to Steven Strom of Ars Technica, "Big Rigs isn't just a failure of programming (thanks to numerous bugs and crashes). It's a failure of creativity." Hardcore Gaming 101's Paul Chenevert was torn between calling Big Rigs "hilariously campy or just shamefully terrible". Legacy Jason Schreier, writing for Kotaku in 2012, opined that the humorous video accompanying Navarro's Big Rigs review "immortalized" the game. A satirical review on Angry Video Game Nerd significantly contributed to the game's popularity. Big Rigs has attracted a cult following, with yourewinner.com forming a dedicated fansite. David Houghton of GamesRadar attributed the game's notoriety to its bugs, saying that, otherwise, "Big Rigs would simply be an unremarkable, long-forgotten racing also-ran, rather than the festival of hilarity it currently stands as". Titov went on to work for Riot Games on League of Legends before releasing The War Z in December 2012. In September 2008, he stated that he was still in possession of the source code for Big Rigs and Eternity, but could not release the former because the game was still owned by Stellar Stone and GameMill. The NYU Game Center exhibited Big Rigs as part of its Bad Is Beautiful: An Exhibition Exploring Fascinatingly Bad Games at the NYU Game Center in April 2012. In January 2015, Navarro performed a speedrun of the game for the Awesome Games Done Quick charity event. The English test of the 2022 Polish Matura featured an excerpt from a Big Rigs review. Margarite Entertainment announced a re-release for Steam in March 2025, claiming to have acquired the game alongside several other older titles. The company is associated with the Hong Kong investment company ACG+ Capital, and Big Rigs is its only announced game. The re-release was published on April 8, 2025, with the 1.0 patch that makes the opponent move. Achievements were added through the external "Winner Wizard" application. Notes References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Application_program_interfaces] | [TOKENS: 3859]
Contents API An application programming interface (API) is a connection between computers or between computer programs. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build such a connection or interface is called an API specification. A computer system that meets this standard is said to implement or expose an API. The term API may refer either to the specification or to the implementation. In contrast to a user interface, which connects a computer to a person, an application programming interface connects computers or pieces of software to each other. It is not intended to be used directly by a person (the end user) other than a computer programmer who is incorporating it into software. An API is often made up of different parts which act as tools or services that are available to the programmer. A program or a programmer that uses one of these parts is said to call that portion of the API. The calls that make up the API are also known as subroutines, methods, requests, or endpoints. An API specification defines these calls, meaning that it explains how to use or implement them. One purpose of APIs is to hide the internal details of how a system works, exposing only those parts a programmer will find useful and keeping them consistent even if the internal details later change. An API may be custom-built for a particular pair of systems, or it may be a shared standard allowing interoperability among many systems. The term API is often used to refer to web APIs, which allow communication between computers that are joined by the internet. There are also APIs for programming languages, software libraries, computer operating systems, and computer hardware. APIs originated in the 1940s, though the term did not emerge until the 1960s and 70s. Purpose An API opens a software system to interactions from the outside. It allows two software systems to communicate across a boundary — an interface — using mutually agreed-upon signals. In other words, an API connects software entities together. Unlike a user interface, an API is typically not visible to users. It is an "under the hood" portion of a software system, used for machine-to-machine communication. A well-designed API exposes only objects or actions needed by software or software developers. It hides details that have no use. This abstraction simplifies programming. Building software using APIs has been compared to using building-block toys, such as Lego bricks. Software services or software libraries are analogous to the bricks; they may be joined together via their APIs, composing a new software product. The process of joining is called integration. As an example, consider a weather sensor that offers an API. When a certain message is transmitted to the sensor, it will detect the current weather conditions and reply with a weather report. The message that activates the sensor is an API call, and the weather report is an API response. A weather forecasting app might integrate with a number of weather sensor APIs, gathering weather data from throughout a geographical area. An API is often compared to a contract. It represents an agreement between parties: a service provider who offers the API and the software developers who rely upon it. If the API remains stable, or if it changes only in predictable ways, developers' confidence in the API will increase. This may increase their use of the API. History of the term The term API initially described an interface only for end-user-facing programs, known as application programs. This origin is still reflected in the name "application programming interface." Today, the term is broader, including also utility software and even hardware interfaces. The idea of the API is much older than the term itself. British computer scientists Maurice Wilkes and David Wheeler worked on a modular software library in the 1940s for EDSAC, an early computer. The subroutines in this library were stored on punched paper tape organized in a filing cabinet. This cabinet also contained what Wilkes and Wheeler called a "library catalog" of notes about each subroutine and how to incorporate it into a program. Today, such a catalog would be called an API (or an API specification or API documentation) because it instructs a programmer on how to use (or "call") each subroutine that the programmer needs. Wilkes and Wheeler's book The Preparation of Programs for an Electronic Digital Computer contains the first published API specification. Joshua Bloch considers that Wilkes and Wheeler "latently invented" the API, because it is more of a concept that is discovered than invented. The term "application program interface" (without an -ing suffix) is first recorded in a paper called Data structures and techniques for remote computer graphics presented at an AFIPS conference in 1968. The authors of this paper use the term to describe the interaction of an application—a graphics program in this case—with the rest of the computer system. A consistent application interface (consisting of Fortran subroutine calls) was intended to free the programmer from dealing with idiosyncrasies of the graphics display device, and to provide hardware independence if the computer or the display were replaced. The term was introduced to the field of databases by C. J. Date in a 1974 paper called The Relational and Network Approaches: Comparison of the Application Programming Interface. An API became a part of the ANSI/SPARC framework for database management systems. This framework treated the application programming interface separately from other interfaces, such as the query interface. Database professionals in the 1970s observed these different interfaces could be combined; a sufficiently rich application interface could support the other interfaces as well. This observation led to APIs that supported all types of programming, not just application programming. By 1990, the API was defined simply as "a set of services available to a programmer for performing certain tasks" by technologist Carl Malamud. The idea of the API was expanded again with the dawn of remote procedure calls and web APIs. As computer networks became common in the 1970s and 80s, programmers wanted to call libraries located not only on their local computers, but on computers located elsewhere. These remote procedure calls were well supported by the Java language in particular. In the 1990s, with the spread of the internet, standards like CORBA, COM, and DCOM competed to become the most common way to expose API services. Roy Fielding's dissertation Architectural Styles and the Design of Network-based Software Architectures at UC Irvine in 2000 outlined Representational state transfer (REST) and described the idea of a "network-based Application Programming Interface" that Fielding contrasted with traditional "library-based" APIs. XML and JSON web APIs saw widespread commercial adoption beginning in 2000 and continuing as of 2021. The web API is now the most common meaning of the term API. The Semantic Web proposed by Tim Berners-Lee in 2001 included "semantic APIs" that recast the API as an open, distributed data interface rather than a software behavior interface. Proprietary interfaces and agents became more widespread than open ones, but the idea of the API as a data interface took hold. Because web APIs are widely used to exchange data of all kinds online, API has become a broad term describing much of the communication on the internet. When used in this way, the term API has overlap in meaning with the term communication protocol. Types The interface to a software library is one type of API. The API describes and prescribes the "expected behavior" (a specification) while the library is an "actual implementation" of this set of rules. A single API can have multiple implementations (or none, being abstract) in the form of different libraries that share the same programming interface. The separation of the API from its implementation can allow programs written in one language to use a library written in another. For example, because Scala and Java compile to compatible bytecode, Scala developers can take advantage of any Java API. API use can vary depending on the type of programming language involved. An API for a procedural language such as Lua could consist primarily of basic routines to execute code, manipulate data or handle errors while an API for an object-oriented language, such as Java, would provide a specification of classes and its class methods. Hyrum's law states that "With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody." Meanwhile, several studies show that most applications that use an API tend to use a small part of the API. Language bindings are also APIs. By mapping the features and capabilities of one language to an interface implemented in another language, a language binding allows a library or service written in one language to be used when developing in another language. Tools such as SWIG and F2PY, a Fortran-to-Python interface generator, facilitate the creation of such interfaces. An API can also be related to a software framework: a framework can be based on several libraries implementing several APIs, but unlike the normal use of an API, the access to the behavior built into the framework is mediated by extending its content with new classes plugged into the framework itself. Moreover, the overall program flow of control can be out of the control of the caller and in the framework's hands by inversion of control or a similar mechanism. An API can specify the interface between an application and the operating system. POSIX, for example, specifies a set of common APIs that aim to enable an application written for a POSIX conformant operating system to be compiled for another POSIX conformant operating system. Linux and Berkeley Software Distribution are examples of operating systems that implement the POSIX APIs. Microsoft has shown a strong commitment to a backward-compatible API, particularly within its Windows API (Win32) library, so older applications may run on newer versions of Windows using an executable-specific setting called "Compatibility Mode". How much Microsoft developers' access to the company's operating systems' internal APIs is an advantage is unclear. Richard A. Shaffer of Technologic Computer Letter in 1987 compared the situation to a baseball game in which "Microsoft owns all the bats and the field", and large vendors like Lotus Development and Ashton-Tate reportedly received information about MS-DOS 5.0 that smaller software developers did not. Ed Esber of Ashton-Tate said in a 1987 interview, however, that Bill Gates told him that his developers sometimes had to rewrite software based on early APIs. Gates noted in the interview that Microsoft's Apple Macintosh applications were more successful than those for MS-DOS, because his company did not have to also devote resources to Mac OS. An API differs from an application binary interface (ABI) in that an API is source code based while an ABI is binary based. For instance, POSIX provides APIs while the Linux Standard Base provides an ABI. Remote APIs allow developers to manipulate remote resources through protocols, specific standards for communication that allow different technologies to work together, regardless of language or platform. For example, the Java Database Connectivity API allows developers to query many different types of databases with the same set of functions, while the Java remote method invocation API uses the Java Remote Method Protocol to allow invocation of functions that operate remotely, but appear local to the developer. Therefore, remote APIs are useful in maintaining the object abstraction in object-oriented programming; a method call, executed locally on a proxy object, invokes the corresponding method on the remote object, using the remoting protocol, and acquires the result to be used locally as a return value. A modification of the proxy object will also result in a corresponding modification of the remote object. Web APIs are the defined interfaces through which interactions happen between an enterprise and applications that use its assets, which also is a Service Level Agreement (SLA) to specify the functional provider and expose the service path or URL for its API users. An API approach is an architectural approach that revolves around providing a program interface to a set of services to different applications serving different types of consumers. When used in the context of web development, an API is typically defined as a set of specifications, such as Hypertext Transfer Protocol (HTTP) request messages, along with a definition of the structure of response messages, usually in an Extensible Markup Language (XML) or JavaScript Object Notation (JSON) format. An example might be a shipping company API that can be added to an eCommerce-focused website to facilitate ordering shipping services and automatically include current shipping rates, without the site developer having to enter the shipper's rate table into a web database. While "web API" historically has been virtually synonymous with web service, the recent[when?] trend (so-called Web 2.0) has been moving away from Simple Object Access Protocol (SOAP) based web services and service-oriented architecture (SOA) towards more direct representational state transfer (REST) style web resources and resource-oriented architecture (ROA). Part of this trend is related to the Semantic Web movement toward Resource Description Framework (RDF), a concept to promote web-based ontology engineering technologies. Web APIs allow the combination of multiple APIs into new applications known as mashups. In the social media space, web APIs have allowed web communities to facilitate sharing content and data between communities and applications. In this way, content that is created in one place dynamically can be posted and updated to multiple locations on the web. For example, Twitter's REST API allows developers to access core Twitter data and the Search API provides methods for developers to interact with Twitter Search and trends data. Design The design of an API has significant impact on its usage. The principle of information hiding describes the role of programming interfaces as enabling modular programming by hiding the implementation details of the modules so that users of modules need not understand the complexities inside the modules. Thus, the design of an API attempts to provide only the tools a user would expect. The design of programming interfaces represents an important part of software architecture, the organization of a complex piece of software. Release policies APIs are one of the more common ways technology companies integrate. Those that provide and use APIs are considered as being members of a business ecosystem. The main policies for releasing an API are: An important factor when an API becomes public is its "interface stability". Changes to the API—for example adding new parameters to a function call—could break compatibility with the clients that depend on that API. When parts of a publicly presented API are subject to change and thus not stable, such parts of a particular API should be documented explicitly as "unstable". For example, in the Google Guava library, the parts that are considered unstable, and that might change soon, are marked with the Java annotation @Beta. A public API can sometimes declare parts of itself as deprecated or rescinded. This usually means that part of the API should be considered a candidate for being removed, or modified in a backward incompatible way. Therefore, these changes allow developers to transition away from parts of the API that will be removed or not supported in the future. Client code may contain innovative or opportunistic usages that were not intended by the API designers. In other words, for a library with a significant user base, when an element becomes part of the public API, it may be used in diverse ways. On February 19, 2020, Akamai published their annual “State of the Internet” report, showcasing the growing trend of cybercriminals targeting public API platforms at financial services worldwide. From December 2017 through November 2019, Akamai witnessed 85.42 billion credential violation attacks. About 20%, or 16.55 billion, were against hostnames defined as API endpoints. Of these, 473.5 million have targeted financial services sector organizations. API documentation API documentation describes what services an API offers and how to use those services, aiming to cover everything a client would need to know for practical purposes. Documentation is crucial for the development and maintenance of applications using the API. API documentation is traditionally found in documentation files but can also be found in social media such as blogs, forums, and Q&A websites. Traditional documentation files are often presented via a documentation system, such as Javadoc or Pydoc, that has a consistent appearance and structure. However, the types of content included in the documentation differs from API to API. In the interest of clarity, API documentation may include a description of classes and methods in the API as well as typical usage scenarios, code snippets, design rationales, performance discussions, and contracts, but implementation details of the API services themselves are usually omitted. It can take a number of forms, including instructional documents, tutorials, and reference works. It'll also include a variety of information types, including guides and functionalities. Restrictions and limitations on how the API can be used are also covered by the documentation. For instance, documentation for an API function could note that its parameters cannot be null, that the function itself is not thread safe. Because API documentation tends to be comprehensive, it is a challenge for writers to keep the documentation updated and for users to read it carefully, potentially yielding bugs. API documentation can be enriched with metadata information like Java annotations. This metadata can be used by the compiler, tools, and by the run-time environment to implement custom behaviors or custom handling. It is possible to generate API documentation in a data-driven manner. By observing many programs that use a given API, it is possible to infer the typical usages, as well the required contracts and directives. Then, templates can be used to generate natural language from the mined data. Dispute over copyright protection for APIs In 2010, Oracle Corporation sued Google for having distributed a new implementation of Java embedded in the Android operating system. Google had not acquired any permission to reproduce the Java API, although permission had been given to the similar OpenJDK project. Judge William Alsup ruled in the Oracle v. Google case that APIs cannot be copyrighted in the U.S. and that a victory for Oracle would have widely expanded copyright protection to a "functional set of symbols" and allowed the copyrighting of simple software commands: To accept Oracle's claim would be to allow anyone to copyright one version of code to carry out a system of commands and thereby bar all others from writing its different versions to carry out all or part of the same commands. Alsup's ruling was overturned in 2014 on appeal to the Court of Appeals for the Federal Circuit, though the question of whether such use of APIs constitutes fair use was left unresolved. In 2016, following a two-week trial, a jury determined that Google's reimplementation of the Java API constituted fair use, but Oracle vowed to appeal the decision. Oracle won on its appeal, with the Court of Appeals for the Federal Circuit ruling that Google's use of the APIs did not qualify for fair use. In 2019, Google appealed to the Supreme Court of the United States over both the copyrightability and fair use rulings, and the Supreme Court granted review. Due to the COVID-19 pandemic, the oral hearings in the case were delayed until October 2020. The case was decided by the Supreme Court in Google's favor. Examples See also References Further reading External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Neural_machine_translation] | [TOKENS: 3001]
Contents Neural machine translation Neural machine translation (NMT) is an approach to machine translation that uses an artificial neural network to predict the likelihood of a sequence of words, typically modeling entire sentences in a single integrated model. It is the dominant approach today: 293 : 1 and can produce translations that rival human translations when translating between high-resource languages under specific conditions. However, there still remain challenges, especially with languages that have less high-quality data available,: 293 and with domain shift between the data a system was trained on and the texts it is supposed to translate.: 293 NMT systems also tend to produce fairly literal translations. Overview In the translation task, a sentence x = x 1 , I {\displaystyle \mathbf {x} =x_{1,I}} (consisting of I {\displaystyle I} tokens x i {\displaystyle x_{i}} ) in the source language is to be translated into a sentence y = x 1 , J {\displaystyle \mathbf {y} =x_{1,J}} (consisting of J {\displaystyle J} tokens x j {\displaystyle x_{j}} ) in the target language. The source and target tokens (which in the simple event are used for each other in order for a particular game ] vectors, so they can be processed mathematically. NMT models assign a probability P ( y | x ) {\displaystyle P(y|x)} : 5 : 1 to potential translations y and then search a subset of potential translations for the one with the highest probability. Most NMT models are auto-regressive: They model the probability of each target token as a function of the source sentence and the previously predicted target tokens. The probability of the whole translation then is the product of the probabilities of the individual predicted tokens:: 5 : 2 P ( y | x ) = ∏ j = 1 J P ( y j | y 1 , i − 1 , x ) {\displaystyle P(y|x)=\prod _{j=1}^{J}P(y_{j}|y_{1,i-1},\mathbf {x} )} NMT models differ in how exactly they model this function P {\displaystyle P} , but most use some variation of the encoder-decoder architecture:: 2 : 469 They first use an encoder network to process x {\displaystyle \mathbf {x} } and encode it into a vector or matrix representation of the source sentence. Then they use a decoder network that usually produces one target word at a time, taking into account the source representation and the tokens it previously produced. As soon as the decoder produces a special end of sentence token, the decoding process is finished. Since the decoder refers to its own previous outputs during, this way of decoding is called auto-regressive. History In 1987, Robert B. Allen demonstrated the use of feed-forward neural networks for translating auto-generated English sentences with a limited vocabulary of 31 words into Spanish. In this experiment, the size of the network's input and output layers was chosen to be just large enough for the longest sentences in the source and target language, respectively, because the network did not have any mechanism to encode sequences of arbitrary length into a fixed-size representation. In his summary, Allen also already hinted at the possibility of using auto-associative models, one for encoding the source and one for decoding the target. Lonnie Chrisman built upon Allen's work in 1991 by training separate recursive auto-associative memory (RAAM) networks (developed by Jordan B. Pollack) for the source and the target language. Each of the RAAM networks is trained to encode an arbitrary-length sentence into a fixed-size hidden representation and to decode the original sentence again from that representation. Additionally, the two networks are also trained to share their hidden representation; this way, the source encoder can produce a representation that the target decoder can decode. Forcada and Ñeco simplified this procedure in 1997 to directly train a source encoder and a target decoder in what they called a recursive hetero-associative memory. Also in 1997, Castaño and Casacuberta employed an Elman's recurrent neural network in another machine translation task with very limited vocabulary and complexity. Even though these early approaches were already similar to modern NMT, the computing resources of the time were not sufficient to process datasets large enough for the computational complexity of the machine translation problem on real-world texts.: 39 : 2 Instead, other methods like statistical machine translation rose to become the state of the art of the 1990s and 2000s. During the time when statistical machine translation was prevalent, some works used neural methods to replace various parts in the statistical machine translation while still using the log-linear approach to tie them together.: 39 : 1 For example, in various works together with other researchers, Holger Schwenk replaced the usual n-gram language model with a neural one and estimated phrase translation probabilities using a feed-forward network. In 2013 and 2014, end-to-end neural machine translation had their breakthrough with Kalchbrenner & Blunsom using a convolutional neural network (CNN) for encoding the source and both Cho et al. and Sutskever et al. using a recurrent neural network (RNN) instead. All three used an RNN conditioned on a fixed encoding of the source as their decoder to produce the translation. However, these models performed poorly on longer sentences.: 107 : 39 : 7 This problem was addressed when Bahdanau et al. introduced attention to their encoder-decoder architecture: At each decoding step, the state of the decoder is used to calculate a source representation that focuses on different parts of the source and uses that representation in the calculation of the probabilities for the next token. Based on these RNN-based architectures, Baidu launched the "first large-scale NMT system": 144 in 2015, followed by Google Neural Machine Translation in 2016.: 144 From that year on, neural models also became the prevailing choice in the main machine translation conference Workshop on Statistical Machine Translation. Gehring et al. combined a CNN encoder with an attention mechanism in 2017, which handled long-range dependencies in the source better than previous approaches and also increased translation speed because a CNN encoder is parallelizable, whereas an RNN encoder has to encode one token at a time due to its recurrent nature.: 230 In the same year, “Microsoft Translator released AI-powered online neural machine translation (NMT). DeepL Translator, which was at the time based on a CNN encoder, was also released in the same year and was judged by several news outlets to outperform its competitors. It has also been seen that OpenAI's GPT-3 released in 2020 can function as a neural machine translation system. Some other machine translation systems, such as Microsoft translator and SYSTRAN can be also seen to have integrated neural networks into their operations. Another network architecture that lends itself to parallelization is the transformer, which was introduced by Vaswani et al. also in 2017. Like previous models, the transformer still uses the attention mechanism for weighting encoder output for the decoding steps. However, the transformer's encoder and decoder networks themselves are also based on attention instead of recurrence or convolution: Each layer weighs and transforms the previous layer's output in a process called self-attention. Since the attention mechanism does not have any notion of token order, but the order of words in a sentence is obviously relevant, the token embeddings are combined with an explicit encoding of their position in the sentence.: 15 : 7 Since both the transformer's encoder and decoder are free from recurrent elements, they can both be parallelized during training. However, the original transformer's decoder is still auto-regressive, which means that decoding still has to be done one token at a time during inference. The transformer model quickly became the dominant choice for machine translation systems: 44 and was still by far the most-used architecture in the Workshop on Statistical Machine Translation in 2022 and 2023.: 35–40 : 28–31 Usually, NMT models’ weights are initialized randomly and then learned by training on parallel datasets. However, since using large language models (LLMs) such as BERT pre-trained on large amounts of monolingual data as a starting point for learning other tasks has proven very successful in wider NLP, this paradigm is also becoming more prevalent in NMT. This is especially useful for low-resource languages, where large parallel datasets do not exist.: 689–690 An example of this is the mBART model, which first trains one transformer on a multilingual dataset to recover masked tokens in sentences, and then fine-tunes the resulting autoencoder on the translation task. Instead of fine-tuning a pre-trained language model on the translation task, sufficiently large generative models can also be directly prompted to translate a sentence into the desired language. This approach was first comprehensively tested and evaluated for GPT 3.5 in 2023 by Hendy et al. They found that "GPT systems can produce highly fluent and competitive translation outputs even in the zero-shot setting especially for the high-resource language translations".: 22 The 2023 Conference on Machine Translation tested a variety of LLMs for their translation capabilities and found that machine translations were almost all on par with manual translation.: 16–17 Comparison with statistical machine translation NMT has overcome several challenges that were present in statistical machine translation (SMT): Training procedure NMT models are usually trained to maximize the likelihood of observing the training data. I.e., for a dataset of T {\displaystyle T} source sentences X = x ( 1 ) , . . . , x ( T ) {\displaystyle X=\mathbf {x} ^{(1)},...,\mathbf {x} ^{(T)}} and corresponding target sentences Y = y ( 1 ) , . . . , y ( T ) {\displaystyle Y=\mathbf {y} ^{(1)},...,\mathbf {y} ^{(T)}} , the goal is finding the model parameters θ ∗ {\displaystyle \theta ^{*}} that maximize the sum of the likelihood of each target sentence in the training data given the corresponding source sentence: θ ∗ = a r g m a x θ ∑ i T P θ ( y ( i ) | x ( i ) ) {\displaystyle \theta ^{*}={\underset {\theta }{\operatorname {arg\,max} }}\sum _{i}^{T}P_{\theta }(\mathbf {y} ^{(i)}|\mathbf {x} ^{(i)})} Expanding to token level yields: θ ∗ = a r g m a x θ ∑ i T ∏ j = 1 J ( i ) P ( y j ( i ) | y 1 , j − 1 ( i ) , x ( i ) ) {\displaystyle \theta ^{*}={\underset {\theta }{\operatorname {arg\,max} }}\sum _{i}^{T}\prod _{j=1}^{J^{(i)}}P(y_{j}^{(i)}|y_{1,j-1}^{(i)},\mathbf {x} ^{(i)})} Since we are only interested in the maximum, we can just as well search for the maximum of the logarithm instead (which has the advantage that it avoids floating point underflow that could happen with the product of low probabilities). θ ∗ = a r g m a x θ ∑ i T log ⁡ ∏ j = 1 J ( i ) P ( y j ( i ) | y 1 , j − 1 ( i ) , x ( i ) ) {\displaystyle \theta ^{*}={\underset {\theta }{\operatorname {arg\,max} }}\sum _{i}^{T}\log \prod _{j=1}^{J^{(i)}}P(y_{j}^{(i)}|y_{1,j-1}^{(i)},\mathbf {x} ^{(i)})} Using the fact that the logarithm of a product is the sum of the factors’ logarithms and flipping the sign yields the classic cross-entropy loss: θ ∗ = a r g m i n θ − ∑ i T log ⁡ ∑ j = 1 J ( i ) P ( y j ( i ) | y 1 , j − 1 ( i ) , x ( i ) ) {\displaystyle \theta ^{*}={\underset {\theta }{\operatorname {arg\,min} }}-\sum _{i}^{T}\log \sum _{j=1}^{J^{(i)}}P(y_{j}^{(i)}|y_{1,j-1}^{(i)},\mathbf {x} ^{(i)})} In practice, this minimization is done iteratively on small subsets (mini-batches) of the training set using stochastic gradient descent. During inference, auto-regressive decoders use the token generated in the previous step as the input token. However, the vocabulary of target tokens is usually very large. So, at the beginning of the training phase, untrained models will pick the wrong token almost always; and subsequent steps would then have to work with wrong input tokens, which would slow down training considerably. Instead, teacher forcing is used during the training phase: The model (the “student” in the teacher forcing metaphor) is always fed the previous ground-truth tokens as input for the next token, regardless of what it predicted in the previous step. Translation by prompt engineering LLMs As outlined in the history section above, instead of using an NMT system that is trained on parallel text, one can also prompt a generative LLM to translate a text. These models differ from an encoder-decoder NMT system in a number of ways:: 1 A generative LLM can be prompted in a zero-shot fashion by just asking it to translate a text into another language without giving any further examples in the prompt. Or one can include one or several example translations in the prompt before asking to translate the text in question. This is then called one-shot or few-shot learning, respectively. For example, the following prompts were used by Hendy et al. (2023) for zero-shot and one-shot translation: Literature See also References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-81] | [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
========================================
[SOURCE: https://en.wikipedia.org/wiki/Steam_(service)#Steam_Greenlight] | [TOKENS: 17166]
Contents Steam (service) Steam is a digital distribution service and storefront developed by Valve. It was launched as a software client in September 2003 to provide video game updates automatically for Valve's games and expanded to distributing third-party titles in late 2005. Steam offers various features, such as game server matchmaking with Valve Anti-Cheat (VAC) measures, social networking, and game streaming services. The Steam client functions include update maintenance, cloud storage, and community features such as direct messaging, an in-game overlay, discussion forums, and a virtual collectable marketplace. The storefront also offers productivity software, game soundtracks, videos, and sells hardware made by Valve, such as the Valve Index and the Steam Deck. Steamworks, an application programming interface (API) released in 2008, is used by developers to integrate Steam's functions, including digital rights management (DRM), into their products. Several game publishers began distributing their products on Steam that year. Initially developed for Windows, Steam was ported to macOS and Linux in 2010 and 2013 respectively, while a mobile version of Steam for interacting with the service's online features was released on iOS and Android in 2012. The service is the largest digital distribution platform for PC games, with an estimated 75% of the market share in 2013 according to IHS Screen Digest. By 2017, game purchases through Steam totaled about US$4.3 billion, or at least 18% of global PC game sales according to Steam Spy. By 2021, the service had over 34,000 games with over 132 million monthly active users. Steam's success has led to the development of the Steam Machine gaming PCs in 2015, including the SteamOS Linux distribution and Steam Controller; Steam Link devices for local game streaming; and in 2022, the handheld Steam Deck tailored for running Steam games. History In the early 2000s, Valve was looking for a better way to update its published games, as providing downloadable patches for multiplayer games resulted in most users disconnecting for several days until they had installed the patch. They decided to create a platform that would update games automatically, and implement stronger anti-piracy and anti-cheat measures. They approached several companies, including Microsoft, Yahoo!, and RealNetworks, to build a client with these features, but were rejected. Valve began its own platform development in 2002, using the working names "Grid" and "Gazelle". The Steam platform was announced at the Game Developers Conference event on March 22, 2002, and released for beta testing that day. Prior to the implementation of Steam, Valve had a publishing contract with Sierra Studios; the 2001 version of the contract gave Valve rights to digital distribution of its games. Valve took Sierra and its owners, Vivendi Games, to court in 2002 over a claimed breach of contract. Sierra counter-sued, asserting that Valve had undermined the contract by offering a digital storefront for their games, to compete directly with Sierra. Steam was released out of beta on September 12, 2003. In November 2004, Half-Life 2 was the first high-profile game to be offered digitally on Steam, requiring installation of the Steam client for retail copies. During this time users faced problems attempting to play; part of legal issues that Valve had with Vivendi, who claimed that physical copies they published could not be activated as to them the game had not been released. The Steam requirement was met with concerns about software ownership and requirements, as well as problems with overloaded servers - demonstrated previously by the Counter-Strike rollout. In 2005, third-party developers were contracted to release games on Steam, such as Rag Doll Kung Fu and Darwinia. In May 2007, ATI included Steam in the ATI Catalyst GPU driver as well as offering a free Steam copy of Half-Life 2: Lost Coast and Half-Life 2: Deathmatch to ATI Radeon owners. In January 2008, Nvidia promoted Steam in the GeForce GPU driver, as well as offering a free Steam copy of Portal: The First Slice to Nvidia hardware owners. In 2011, some Electronic Arts games, such as Crysis 2, Dragon Age II, and Alice: Madness Returns, were removed from sale because of terms of service that prevented them having their own in-game storefront for downloadable content. These were later launched on the Origin service. In 2019, Ubisoft announced that it would stop selling future games on Steam, starting with Tom Clancy's The Division 2 because Valve would not modify its revenue sharing model. In May 2019, Microsoft distributed its games on Steam in addition to the Microsoft Store. In 2020, Electronic Arts started to publish selected games on Steam, and offered its rebranded subscription service EA Play on the platform. In 2022, Ubisoft announced that it would return to selling its recent games on Steam, starting with Assassin's Creed Valhalla, stating that it was "constantly evaluating how to bring our games to different audiences wherever they are". By 2014, total annual game sales on Steam were estimated at $1.5 billion. By 2018, the service had over 90 million monthly active users. In 2018, its network delivered 15 billion gigabytes of data, compared to less than 4 billion in 2014. Features and functionality Steam's primary purpose is to allow its users to purchase games and other software, and then adding them to a virtual library from which they may be downloaded and installed an unlimited number of times. Initially, Valve was required to be the publisher for these games since they had sole access to Steam's database and engine, but with the introduction of the Steamworks software development kit (SDK) in May 2008, anyone could integrate Steam into their game without Valve's direct involvement. With Steam, Valve wanted make digital rights management (DRM) "obsolete" as games released on Steam had traditional anti-piracy measures, including the assignment and distribution of product keys. With an update to the Steamworks SDK in March 2009, Valve added "Custom Executable Generation" (CEG), which creates a unique, encrypted copy of the game's executable files for the given user, which allows them to install it multiple times and on multiple devices, and make backup copies of their software. Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection. Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher Ubisoft require the use of their Uplay gaming service. In September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client. Users can disable this feature on a per-game and per-account basis. Cloud saving was expanded in January 2022 for Dynamic Cloud Sync, allowing games developed with this feature to store saved states to Steam Cloud while a game is running rather than waiting until the user quit; this was added ahead of the portable Steam Deck unit so that users can save from the Deck and then put the unit into a suspended state. In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices. Product keys sold through third-party retailers can also be redeemed on Steam. For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing downloadable content (DLC) for games. In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements provided the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for their own account. Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games. A more robust implementation of Family Sharing, titled "Steam Families", was released in September 2024, allowing up to six users to share games from a single account, including the ability to play different games on those accounts along with different game saves and profiles, and enhanced parental control tools for those accounts. By its acceptable use policy, Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences. Blocking such users initially removed access to their other games, leading to some users with high-value accounts losing access because of minor infractions. Valve later changed its policy to be similar to that of Electronic Arts' Origin platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features. Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's end user license agreements; this last occurred in August 2012. In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner. The Steam client includes a digital storefront called the Steam Store through which users can purchase games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer protocol. Products sold on Steam are available for sale in different currencies, which changes depending on the user's location. In December 2010, the storefront began supporting WebMoney for payments, and from April 2016 until December 2017 supported Bitcoin payments before dropping support due to high value fluctuations and costly service fees. The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the Steam Translation Server project allowed users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for several languages. In October 2018, official support for Vietnamese and Latin American Spanish was added, in addition to Steam's then 26 languages. Steam also allows users to purchase downloadable content for games, and for some specific games such as Team Fortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games. In November 2007, achievements were added, similar to Xbox 360 Achievements. In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes allows games to be tried for free during the days of these sales. The site normally offers a large selection of games at a discount during its annual Summer and Holiday sales, including gamification of these sales. Users of Steam's storefront can also purchase games and other software as gifts for another Steam user. Before May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a gray market around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies to sell to others in regions with much higher prices. In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans; in May 2017, Valve expanded this policy to all games. The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing. Due to runaway inflation in Argentina and Turkey, Valve eliminated the use of local currency pricing for users in those storefronts in November 2023, instead moving them to a special regional pricing model based on U.S. dollars as a means to provide fair payments to publisher and developers, though these local users saw effective price hikes as high as 2900%. The Steam store also enables users to redeem store product keys to add software from their library. The keys are sold by third-party providers such as Humble Bundle, distributed as part of a physical release, or given to a user as part of promotions, often used to deliver Kickstarter and other crowdfunding rewards. A grey market exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price. This caused some of these third-party sites, such as G2A, to be embroiled in this grey market. It is possible for publishers to have Valve track down where specific keys have been used and cancel them, removing the product from the user's libraries. Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases. In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper. In 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store. In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users. To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible. Alongside this, Valve announced that it would end business relations with any developer or publisher that they found to be abusing the review system. Separately, Valve has taken actions to minimize the effects of review bombs on Steam. In particular, Valve announced in March 2019 that they mark reviews they believe are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this were the Borderlands games after it was announced Borderlands 3 would be a timed-exclusive to the Epic Games Store. In August 2025, Valve released the ability to filter reviews between languages. This was intended for users to get more accurate review scores based on their nationality, as poor localizations and other regional- or language-based differences can drastically affect reviews. In February 2014, user-defined tags for games were added to Steam. Valve added support for free-to-play games on Steam as well as support for in-game microtransactions through the use of Steamworks in June 2011, while support was added in September 2011 for trading in-game items and "unopened" gifts between users. Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items. In May 2015, GameStop began selling Steam Wallet cards. Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, Team Fortress 2—the first game supported at the beta phase—incurred both fees. Full support for other games was expected to be available in early 2013. In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was Darkfall Unholy Wars. In October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games. Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop. Steam also allows game soundtracks to be purchased to be played via Steam Music or integrated with the user's other media players. Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam. From 2015 to 2019, Steam had the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries. Following Warner Bros. Entertainment offering the Mad Max films alongside the September 2015 release of the game based on the series, Lionsgate entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later. In March 2017, Crunchyroll started offering various anime for purchase or rent through Steam. However, by February 2019, Valve shuttered video from its storefront save for videos directly related to gaming content. While available, users could also purchase Steam Machine related hardware. Valve took a flat 30% share of all revenue generated from direct Steam sales and microtransactions[a] until October 2018 when they changed their policy to reduce the cut to 25% once revenue for a game surpasses US$10 million, and further to 20% at US$50 million. The policy change was seen by journalists as trying to entice larger developers to stay with Steam, while the decision was also met with backlash from indie and other small game developers, as their revenue split remained unchanged. While Steam allows developers to offer demo versions of their games at any time, Valve worked with Geoff Keighley in 2019 in conjunction with The Game Awards to hold a week-long Steam Game Festival to feature a large selection of game demos of current and upcoming games, alongside sales for games already released. This event has since been repeated two or three times a year, typically in conjunction with game expositions or award events, and since has been renamed as the Steam Next Fest. Valve expanded support for demo versions of games in July 2024, allowing demos to have their own store page with user reviews and made it easier for user to manage demos within their game library. A Steam Points system and storefront was added in June 2020, which mirrored similar temporary points systems that had been used in prior sales on the storefront. Inititally, users earned points through purchases on Steam or by receiving community recognition for helpful reviews or discussion comments. These points can be redeemed in the separate storefront for cosmetics that apply to the user's profile and chat interface. In January 2026, Steam overhauled the points system, changing community rewards and deleting famous "Clown" reward, together with removing the ability to earn points through rewards on content, in order to prevent users from gaining profit from provocative comments. The popularity of Steam has led to the services being attacked by hackers. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information, including encrypted passwords and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity. Valve launched Steam Guard in March 2011 with the goal of protecting Steam users against account hijacking via phishing schemes, one of the largest security problems Valve had at the time. Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation Core processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks. Steam Guard also offers two-factor, risk-based authentication that uses a one-time verification code sent to a verified email address associated with the Steam account; this was later expanded to include two-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator. In 2015, Valve stated that the potential monetary value of virtual goods attached to user accounts had drawn hackers to try to access accounts for financial benefit. Valve reported that in December 2015, around 77,000 accounts per month were hijacked, enabling the hijackers to empty the user's inventory of items through the trading features. To improve security, the company announced that new restrictions would be added in March 2016, under which 15-day holds are placed on traded items unless they activate, and authenticate with Steam Guard Mobile Authenticator. After a Counter-Strike: Global Offensive gambling controversy, Valve stated it was cracking down on third-party websites using Steam inventory trading for skin gambling in July 2016. ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted steam:// URL in a browser. This was the second serious vulnerability of gaming-related software following a problem with Ubisoft's Uplay. German IT platform Heise online recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming. In July 2015, a bug in the software allowed anyone to reset the password to any account by using the "forgot password" function of the client. High-profile professional gamers and streamers lost access to their accounts. In December 2015, Steam's content delivery network was misconfigured in response to a DDoS attack, causing cached store pages containing personal information to be temporarily exposed for 34,000 users. Valve added new privacy settings to Steam in April 2018, allowing users to hide their activity status, game lists, inventory, and other profile elements. While these changes brought Steam's privacy settings in line with services such as PlayStation Network and the Xbox network, third-party services such as Steam Spy were impacted, due to their reliance on public data to estimate Steam product sales. Valve established a HackerOne bug bounty program in May 2018, a crowdsourced method to test and improve the security features of the Steam client. In August 2019, a security researcher exposed a zero-day vulnerability in the Windows client of Steam, which allowed for any user to run arbitrary code with LocalSystem privileges using just a few simple commands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same user, Valve apologized and patched them both, and expanded the program's rules to accept any other similar problems. The Anti-Defamation League published a report that stated the Steam Community platform harbors hateful content in April 2020. In January 2021, a trading card glitch let players generate Steam Wallet funds from free Steam trading cards with bots using Capcom Arcade Stadium and other games, resulting in the game becoming one of the statistically most played titles. On August 30, 2025, an update was pushed to the game BlockBlasters on Steam that contained malware. By the time Valve realized what happened, in September, the game had already stolen thousands of dollars from users, including a streamer who had been holding a fundraiser for his battle with cancer. Valve quickly removed the update and encouraged users who had launched the game during this time to run a full virus scan, so as to remove any remaining malware. Earlier the same year in February 2025, a Steam game already distributed malware. Since November 2013, Steam has allowed for users to review their purchased games and organize them into categories set by the user and add to favorite lists for quick access. Players can add non-Steam games to their libraries, allowing the game to be easily accessed from the Steam client and providing support where possible for Steam Overlay features. The Steam interface allows for user-defined shortcuts to be added. In this way, third-party modifications and games not purchased through the Steam Store can use Steam features. Valve sponsors and distributes some modifications free of charge; and modifications that use Steamworks can also use any Steam features supported by their parent game. For most games launched from Steam, the client provides an in-game overlay from which the user can access Steam Community lists and participate in chat, manage selected Steam settings, and access a built-in web browser without having to exit the game. Since the beginning of February 2011 as a beta version, the overlay also allows players to take screenshots of the games in process. As a full version on February 24, 2011, this feature was reimplemented so that users could share screenshots on websites of Facebook, Twitter, and Reddit directly from a user's screenshot manager. Store game pages display a score from Metacritic since 2007. Steam's "Big Picture" mode was announced in 2011; public betas started in September 2012 and were integrated into the software in December 2012. Big Picture mode is a 10-foot user interface, which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse. Gabe Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit. With the introduction of the Steam Deck, Valve began pushing the new Big Picture mode based on the Steam Deck UI in beta testing in October 2022, and full release in February 2023. The new UI was also adopted by SteamVR in October 2023. In 2012, Valve announced Steam for Schools, a free function-limited version of the Steam client for schools. It was part of Valve's initiative to support gamification of learning. It was released alongside free versions of Portal 2 and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate levels. It featured additional authentication security that allowed teachers to share and distribute content via a Steam Workshop-type interface but blocks access from students. In-Home Streaming was introduced in May 2014; it allows users to stream games installed on one computer to another on the same home network with low latency. By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network. Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate locations, though will not necessary resolve latency problems typical of these types of games. Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play through a Steam Link app approach. The Steam client, as part of a social network service, allows users to identify friends and join groups using the Steam Community feature. Through the Steam Chat feature, users can use text chat and peer-to-peer VoIP with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games. Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private. In January 2010, Valve reported that 10 million of the 25 million active Steam accounts had signed up to Steam Community. In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events. Steam Trading Cards, a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, and user profile page customization options. In 2010, the Steam client became an OpenID provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials. In order to prevent abuse, access to most community features is restricted until a one-time payment of at least US$5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet. Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups. Steamworks also provides Valve Anti-Cheat (VAC), Valve's anti-cheat system; game servers automatically detect and report users who are using cheats in online, multiplayer games. In August 2012, Valve added new features—including dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshots—to the Community area. In December 2012, a feature where users can upload walkthroughs and guides detailing game strategy was added. Starting in January 2015, the Steam client allowed players to livestream to Steam friends or the public while playing games on the platform. For the main event of The International 2018 Dota 2 tournament, Valve launched Steam.tv as a major update to Steam Broadcasting, adding Steam Chat and Steamworks integration for spectating matches played at the event. It has also been used for other events, such as a pre-release tournament for the digital card game Artifact and for The Game Awards 2018 and Steam Awards award shows. Game Recording was added in beta in June 2024 and released in full by November 2024, allowing for recording of gameplay sessions both on demand or as a background recording. Users can then edit and clip footage to share via Steam with other users. In September 2014, Steam Music was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer directly in Steam. An update to the friends and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to Discord. A standalone mobile app based on this for Android and iOS was released in May 2019. A major visual overhaul of the Library was released in October 2019, with the goal of aiding users in organizing their games, help showcase what shared games a user's friends are playing, games that are being live-streamed, and new content that may be available, along with more customization options for sorting games. Along with the redesign, Valve launched Steam Events, allowing game developers to communicate when new in-game events are approaching, which appear to players in the Library and game listings. In June 2023, a visual and architectural overhaul was released, unifying the backend functions of the Steam and Steam Deck clients and redesigning the desktop client. As part of this, the in-game overlay received a new customizable design where users can pin windows such as chat or game guides on top of the current game window. It also received several new features, including the ability to create pinnable personal notes stored in the cloud. Valve provides developers the ability to create storefront pages to help generate interest in their game ahead of release. This is also necessary to fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game's launch is trouble-free. Updates in 2020 to Discovery queues have given developers more options for customizing their storefront page and how these pages integrate with users' experiences with the Steam client. Valve offers Steamworks, an application programming interface (API) that provides development and publishing tools free of charge to game and software developers. Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, matchmaking services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management. In 2016, after introducing the Steam Controller and improvements to the Steam interface to support numerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the DualShock 4. Steam's Input API has since been updated to include official support for other console controllers such as the Nintendo Switch Pro Controller in 2018, the Xbox Wireless Controller for the Xbox Series X and Series S consoles, and the PlayStation 5's DualSense, as well as compatible controllers from third-party manufacturers in 2020. In November 2020, Valve said the controller usage had more than doubled over the past 2 years. In March 2019, Steam's game server network was opened to third-party developers. Developers of software available on Steam can track sales of their games through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set. Valve may also work with developers to suggest their participation in sales on themed days. Steam has conducted and partially published a monthly opt-in hardware survey since 2007. Data on installed software began to be collected in 2010. Valve added the ability for developers to sell games under an early access model with a special section of the Steam store, starting in March 2013. This program allows developers to release functional, but not finished, products such as beta versions to the service to allow users to buy the games and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their games. The early access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of available games on the service. Valve added Steam Playtest for developers in 2020, allowing them to run closed beta testing for their games prior to a public release. Developers can request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different prioritization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features. Valve enabled the ability for multiple developers to create bundles of games from their offerings in June 2021. The Steam Workshop is a service that allows users to share user-made content and modifications for video games available on Steam. New levels, art assets, gameplay modifications, or other content may be published to or installed from the Workshop depending on the title. The Workshop was originally used for distribution of new in-game items for Team Fortress 2; it was redesigned to extend support for any game in early 2012, including modifications for The Elder Scrolls V: Skyrim. A May 2012 patch for Portal 2, enabled by a new map-making tool through the Workshop, introduced the ability to share user-created levels. Independently developed games, including Dungeons of Dredmor, are able to provide Workshop support for user-made content. Dota 2 became Valve's third published title available for the Workshop in June 2012; its features include customizable accessories, character skins, and announcer packs. Workshop content may be monetized; Newell said that the Workshop was inspired by gold farming from World of Warcraft to find a way to incentive both players and content creators in video games, and which had informed them of their approach to Team Fortress 2 and their later multiplayer games. By January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including Team Fortress 2 and Dota 2; with over $57 million being paid to content creators using the Workshop. Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for Skyrim. This feature was pulled a few days afterward following negative user feedback and reports of pricing and copyright misuse. Six months later, Valve stated they were still interested in offering this type of functionality in the future. In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with Rust being the first game to use the feature. SteamVR is a virtual reality hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using positional tracking base stations, as opposed to those requiring the player to stay in a singular location. SteamVR was first introduced for the Oculus Rift headset in 2014, and later expanded to support other virtual reality headsets. Initially released for support on Windows, macOS, and Linux, Valve dropped macOS support for SteamVR in May 2020. SteamVR 2.0 was released in October 2023, introducing a new overlay interface that is unified with the updated SteamOS and Big Picture mode interfaces. Storefront curation Until 2012, Valve handpicked games to be included onto the Steam service, limiting these to games that either had a major developer supporting them, or smaller studios with proven track records. Since then, Valve have sought ways to enable more games to be offered through Steam, while pulling away from manually approving games, short of validating that a game runs on the platforms the publisher had indicated. In 2017, Steam development team member Alden Kroll said that Valve knows Steam is in a near-monopoly for game sales on personal computers, and the company does not want to be in a position to determine what gets sold, and thus had tried to find ways to make the process of adding games to Steam outside of their control. At the same time, Valve recognized that unfettered control of games in the service can lead to discovery problems as well as low-quality games. Valve announced Steam Greenlight to streamline game addition to the service in July 2012 and released the following month. Through Greenlight, Steam users would choose which games were added to the service. Developers were able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users would pledge support for these games, and Valve would make top-pledged games available on Steam. In response to complaints during its first week that finding games to support was made difficult by a flood of inappropriate or false submissions, Valve required developers to pay US$100 to list a game on the service. Those fees were donated to the charity Child's Play. This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the money to cover such fees. A later modification allowed developers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are visible only to the developer. Valve also allowed non-gaming software to be voted onto the service through Greenlight. The initial process offered by Greenlight was panned by developers because while they favored the concept, the rate of games that were eventually approved were small. In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the company was planning to eliminate in the future through an open marketplace infrastructure. On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 games to demonstrate this change of direction. Valve launched Steam Direct on June 13, 2017, following Greenlight's shutdown the week before. With Steam Direct, a developer or publisher wishing to distribute their game on Steam needs only to complete appropriate identification and tax forms for Valve and then pay a recoupable application fee for each game they intend to publish. Once they apply, a developer must wait thirty days before publishing the game to allow Valve to review the game to ensure it is "configured correctly, matches the description provided on the store page, and doesn't contain malicious content". On announcing its plans for Steam Direct, Valve suggested the fee would be in the range of $100–5,000, meant to encourage earnest software submissions to the service and weed out poor quality games that are treated as shovelware, improving the discovery pipeline to Steam's customers. Smaller developers raised concerns about the Direct fee harming them, and excluding potentially good indie games from reaching the Steam store. Valve opted to set the Direct fee at $100 after reviewing concerns from the community and outlined plans to improve their discovery algorithms and inject more human involvement to help these. Valve refunds the fee should the game exceed $1,000 in sales. In the process of transitioning from Greenlight to Direct, Valve mass-approved most of the 3,400 remaining games that were still in Greenlight, though the company noted that not all of these were at a state to be published. Valve anticipated that the volume of new games added to the service would further increase with Direct in place. Some groups, such as publisher Raw Fury and crowdfunding/investment site Fig, have offered to pay the Direct fee for indie developers who cannot afford it. VentureBeat compared the system to the Google Play Store. Without more direct interaction in the curation process, Valve had looked to find methods to allow players to find games they would be more likely to buy based on previous purchase patterns. Valve has rejected the use of paid advertising or placement on the storefront, which would have created a "pay to win" scenario. Instead, the company had relied on algorithms and other automatic features for game discovery, which has allowed for unexpected hits to gain more visibility. The September 2014 "Discovery Update" added tools that would allow existing Steam users to be curators for game recommendations, and sorting functions that presented more popular games and recommended games specific to the user. This Discovery update was considered successful by Valve, as they reported in March 2015 in seeing increased use of the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update. A second Discovery update was released November 2016, giving users more control over what games they want to see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and present their game. By February 2017, Valve reported that with the second Discovery update, the number of games shown to users via the store's front page increased by 42%, with more conversions into sales from that viewership. In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release. Valve added a "Curator Connect" program in December 2017. Curators can set up descriptors for the type of games they are interested in, preferred languages, and other tags along with social media profiles, while developers can find and reach out to specific curators from this information, and, after review, provide them directly with access to their game. This step, which eliminates the use of a Steam redemption key, is aimed at reducing the reselling of keys, as well as dissuading users who may be trying to game the curator system to obtain free game keys. Valve has attempted to deal with "fake games", those that are built around reused assets and little other innovation, by adding Steam Explorers atop its existing Steam Curator program. Any Steam user can sign up to be an Explorer and be asked to look at under-performing games on the service to either vouch that the game is truly original or if it is an example of a "fake game", at which point Valve can take action to remove the game. In July 2019, the Steam Labs feature was introduced as a means to showcase experimental discovery features Valve considered for including into Steam, to seek public feedback. For example, an initial experiment released at launch was the Interactive Recommender, which uses artificial intelligence algorithms pulling data from the user's past gameplay history to suggest new games that may be of interest to them. As these experiments mature through end-user testing, they have then been brought into the storefront as direct features. The September 2019 Discovery update, which Valve claimed would improve the visibility of niche and lesser-known games, was met with criticism from some indie game developers, who recorded a significant drop in the exposure of their games, including new wishlist additions and appearances in the "More Like This" and "Discovery queue" sections of the store. Steam Charts were introduced in September 2022 and publicly track the storefront's best-selling and most-played games, including historically by week and month. Charts replaced a previous statistics page to be more comprehensive, and features content that had previously been part of third-party websites including SteamSpy, SteamDB, and SteamCharts. Games and account policies In June 2015, Valve created a formal process to allow purchasers to request refunds, with refunds guaranteed within the first two weeks as long as the player had not spent more than two hours in a game. Prior to June 2015, Valve had a no-refunds policy, but allowed them in certain circumstances, such as digital rights management issues or false advertising. Games that are no longer available for sale for various reasons can still be downloaded and played by those who have already purchased these. With the launch of Steam Direct, effectively removing any curation of games by Valve prior to being published on Steam, there have been several incidents of published games that have attempted to mislead Steam users. Starting in June 2018, Valve has taken actions against games and developers that are "trolling" the system; in September 2018, Valve explicitly defined that trolls on Steam "aren't actually interested in good faith efforts to make and sell games to you or anyone". As an example, Valve's Lombardi stated that the game Active Shooter, which would have allowed the player to play as either a SWAT team member tasked to take down the shooter at a school shooting incident or as the shooter themselves, was an example of trolling, as he described it was "designed to do nothing but generate outrage and cause conflict through its existence". Within a month of clarifying its definition of trolling, Valve removed approximately 170 games from Steam. In addition to removing bad actors, Valve has also taken steps to reduce the impact of "fake games" which could be used to manipulate the trading card marketplace or artificially boost a user's Steam level, in addition to changes in Steam to prevent such abuse. Some of these changes have resulted in select false positives for legitimate games with unusual end-user usage patterns, such as Wandersong which was flagged in January 2019 for what the developer believed was related to near-unanimous positive user reviews from the game. Other actions taken by developers against the terms of service or other policies have prompted Valve to remove games, which has included asset flips, review manipulation, misuse of Steamworks tools, and hostile activities towards Steam users. Valve has banned games that incorporate blockchain-type technologies, such as non-fungible tokens (NFTs) since 2022 due to the questionable nature of their markets. With the rise of generative artificial intelligence in 2023, Valve originally established that games with content generated in this manner could be distributed through Steam, though cautioned developers about assuring that they had the rights for this type of content. As greater concerns about the copyright and ethical nature of generational AI in the latter half of 2023, Valve clarified its stance in January 2024, requiring games that did use content from generational AI to disclose this on the game's store page, including methods that the developers used to assure the AI engines did not generate illegal content. Valve updated policies in February to ban games that incorporated paid advertising as part of the gameplay cycle, such as viewing an ad for virtual rewards. Valve has also removed or threatened to remove games due to inappropriate or mature content, though there was often confusion as to what material qualified for this. For example, Eek Games' House Party included scenes of nudity and sexual encounters in its original release, which drew criticism from conservative religious organization National Center on Sexual Exploitation, leading Valve to remove the title. Eek Games later included censor bars within the game, allowing the game to be added back to Steam, though they offered a patch on their website to remove the bars. In May 2018, several developers of anime-stylized games that contained some light nudity, such as HuniePop, were told by Valve they had to address sexual content within their games or face removal from Steam, leading to questions of inconsistent application of Valve's policies. The National Center on Sexual Exploitation took credit for convincing Valve to target these games. However, Valve later rescinded its orders, allowing these games to remain. In June 2018, Valve clarified its policy on content, taking a more hands-off approach outside of illegal material. Rather than trying to make decisions themselves on what content is appropriate, Valve enhanced its filtering system to allow developers and publishers to indicate and justify the types of mature content (violence, nudity, and sexual content) in their games. Users can block games that are marked with this type of content from appearing in the store, and if they have not blocked it, they are presented with the description before they can continue to the store page. Developers and publishers with existing games on Steam have been strongly encouraged to complete these forms for these games, while Valve will use moderators to make sure new games are appropriately marked. Valve also committed to developing anti-harassment tools to support developers who may find their game amid controversy. "So we ended up going back to one of the principles in the forefront of our minds when we started Steam, and more recently as we worked on Steam Direct to open up the Store to many more developers: Valve shouldn't be the ones deciding this. If you're a player, we shouldn't be choosing for you what content you can or can't buy. If you're a developer, we shouldn't be choosing what content you're allowed to create. Those choices should be yours to make. Our role should be to provide systems and tools to support your efforts to make these choices for yourself, and to help you do it in a way that makes you feel comfortable." Until these tools were in place, some adult-themed games were delayed for release. Negligee: Love Stories developed by Dharker Studios was one of the first sexually explicit games to be offered after the introduction of the tools in September 2018. Dharker noted in discussions with Valve that they would be liable for any content-related fines or penalties that countries may place on Valve, a clause of their publishing contract for Steam, and took steps to restrict sale of the game in over 20 regions. Games that feature mature themes with primary characters that visually appear to be underaged, even if the game's narrative establishes them as adults, have been banned by Valve. In March 2019, Valve faced pressure over Rape Day, a planned game described as being a dark comedy and power fantasy where the player would control a serial rapist amid a zombie apocalypse. Valve ultimately decided against offering the game on Steam, arguing that while it "[respects] developers' desire to express themselves", there were "costs and risks" associated with the game, and the developers had "chosen content matter and a way of representing it that makes it very difficult for us to help them [find an audience]". In December 2020, following a complaint from Medienanstalt Hamburg/Schleswig-Holstein regarding store page images on Steam; Valve in Germany opted to block access to games with "Adults Only 18+" pornographic content. The Anti-Defamation League published a report in November 2024 accusing Valve of allowing the proliferation of hate and anti-semitic content generated by users and user groups, with over 40,000 groups identified to have names referring to such extreme views. Senator Mark Warner followed with a letter to Valve, asking the company if they were following their published online content policies and to review the cases identified by the ADL. Valve updated its storefront policies in July 2025 to disallow games that "content that may violate the rules and standards set forth by Steam's payment processors and related card networks and banks, or internet network providers", leading to around 400 games rated for mature audiences being pulled from the service. Valve affirmed this change was made due to pressure from banks and payment processors. This action appeared to arise from an open letter sent to the payment processors by Collective Shout, an Australian non-profit group. Melinda Tankard Reist, the leader of Collective Shout, said that they had identified over 500 games with such themes, such as rape, incest and child abuse, leading to the call for payment processors to take action. In related actions by September 2025, Valve changed its rules for adult games, disallowing them to use the early access program as part of their game's release, and requiring existing games that intend to add mature content to issue that as DLC that can be reviewed by Valve, rather than as a patch. In August 2025, in compliance with the United Kingdom's Online Safety Act, Steam began requiring age verification before allowing UK users to view store pages for games with adult content. As of September 2025, the only available method of verification is via users adding a valid credit card to their account, which has drawn some criticism surrounding adult users who cannot obtain a credit card. Platforms, devices and regions Valve introduced the Steam Hardware Survey in 2003 ahead of the release of Half-Life 2. At that time, no information was available as to the distribution of CPU and GPU units among gamers, so Valve used the survey, which automatically collected hardware information with the user's permission through the Steam client, to collect this information and refine the hardware targets for Half-Life 2 to meet the widest possible specifications. Since then, Valve continues to use the Steam Hardware Survey to collect hardware distribution information, sharing the net results with other developers to understand the current market, as well as to make choices on when to discontinue support for older hardware and software. Steam was originally released exclusively for Microsoft Windows in 2003, but has since been ported to other platforms. More recent Steam client versions use the Chromium Embedded Framework. To take advantage of some of its features for newer interface elements, Steam uses 64-bit versions of Chromium, which makes it unsupported on older operating systems such as Windows XP and Windows Vista. Steam on Windows also relies on some security features built into later versions of Windows. Support for XP and Vista was dropped in 2019. While users still on those operating systems can use the client, they do not have access to newer features. Around 0.2% of Steam users were affected by this when it began. In March 2023, Valve announced that Steam would drop support for Windows 7 and 8 on January 1, 2024. Valve announced a client for macOS in March 2010. The announcement was preceded by a change in the Steam beta client to support the cross-platform WebKit web browser rendering engine instead of the Trident engine of Internet Explorer. Valve teased the release by emailing several images to Mac community and gaming websites; the images featured characters from Valve games with Apple logos and parodies of vintage Macintosh advertisements. Valve developed a full video homage to Apple's 1984 Macintosh commercial to announce the availability of Half-Life 2 on the service; some concept images for the video had previously been used to tease the Mac Steam client. Steam for macOS was originally planned for release in April 2010 before being pushed back to May 12, 2010. In addition to the Steam client, several features were made available to developers, allowing them to take advantage of the cross-platform Source engine and Steamworks' platform and network capabilities. Through the Steam Play functionality, the macOS client allows players who have purchased compatible products in the Windows version to download the Mac versions at no cost. The Steam Cloud, along with many multiplayer PC games, also supports cross-platform play. With Apple discontinuing support for Intel-based Macs after the release of macOS Tahoe in late 2025 in favor of Apple silicon, Valve updated the beta version of the Steam client to include native support for Apple silicon without the need for emulation via Rosetta 2. In July 2012, Valve announced that it was developing a client for Linux based on the Ubuntu distribution. This announcement followed months of speculation, primarily from the website Phoronix that had discovered evidence of Linux developing in recent builds of Steam and other Valve games. Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of Microsoft Windows 8 "a catastrophe for everyone in the PC space", and that Linux would maintain "the openness of the platform". Valve is extending support to any developers that want to bring their games to Linux, by "making it as easy as possible for anybody who's engaged with us—putting their games on Steam and getting those running on Linux", according to Newell. The team developing the Linux client had been working for a year before the announcement to validate that such a port would be possible. As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu. Internal beta testing of the Linux client started in October 2012; external beta testing occurred in early November the same year. Open beta clients for Linux were made available in late December 2012, and the client was officially released in mid-February 2013. At the time of announcement, Valve's Linux division assured that its first game on the OS, Left 4 Dead 2, would run at an acceptable frame rate and with a degree of connectivity with the Windows and Mac OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions. Versions of Steam working under Fedora and Red Hat Enterprise Linux were released by October 2013. There were over 500 Linux-compatible games on Steam in June 2014, and in February 2019, Steam for Linux had 5,800 native games and was described as having "the power to keep Linux [gaming] alive" by Engadget. In August 2018, Valve released a beta version of Proton (named Steam Play), an open-source Windows compatibility layer for Linux, so that Linux users could run Windows games on Linux directly through Steam. Proton comprises a set of open-source tools including Wine and DXVK. The software allows the use of Steam-supported controllers, even those not compatible with Windows. Released in February 2022, Valve's handheld computer, the Steam Deck, runs SteamOS 3.0, which is based on Arch Linux, and uses Proton to support Windows-based games without native Linux ports. Prior to the Steam Deck's release, Valve worked with various middleware developers to make sure their tools were compatible with Proton on Linux and maximize the number of games that the Steam Deck would support. This included working with various anti-cheat developers such as Easy Anti-Cheat and BattlEye to make sure their solutions worked with Proton. To help with compatibility, Valve developed a classification system to rank games based on how well they performed on Steam Deck out of the box. Support for Nvidia's proprietary deep learning super sampling (DLSS) on supported video cards and games was added to Proton in June 2021, though this is not available on the Steam Deck which is based on AMD hardware. In March 2022, Google offered a prerelease version of Steam on Chromebooks, and entered public beta in November 2022. In August 2025, Google announced that they will end Steam for Chromebook support in 2026. At E3 2010, Newell announced that Steamworks would arrive on the PlayStation 3 with Portal 2. Steamworks made its debut on consoles with Portal 2's PlayStation 3 release. Several features—including cross-platform play and instant messaging, Steam Cloud for saved games, and the ability for PS3 owners to download Portal 2 from Steam (Windows and Mac)—were offered. Valve's Counter-Strike: Global Offensive also supports Steamworks and cross-platform features on the PlayStation 3, including using keyboard and mouse controls as an alternative to the gamepad. Valve said it "hope[s] to expand upon this foundation with more Steam features and functionality in DLC and future content releases". Newell said that they would have liked to bring the service to the Xbox 360 through the game Counter-Strike: Global Offensive, but later said that cross-platform play would not be present in the final version of the game. Valve attributes the inability to use Steamworks on the Xbox 360 to limitations in the Xbox Live regulations of the ability to deliver patches and new content. Valve's Erik Johnson stated that Microsoft required new content on the console to be certified and validated before distribution, which would limit the usefulness of Steamworks' delivery approach. Valve released an official Steam client for iOS and Android devices in late January 2012, following a short beta period. The application allows players to log into their accounts to browse the storefront, manage their games, and communicate with friends in the Steam community. The application also incorporates a two-factor authentication system that works with Steam Guard. Newell stated that the application was a strong request from Steam users and sees it as a means "to make [Steam] richer and more accessible for everyone". A mobile Steam client for Windows Phone devices was released in June 2016. In May 2019, a mobile chat-only client for Steam was released under the name Steam Chat. On May 14, 2018, a "Steam Link" app with remote play features was released in beta to allow users to stream games to Android phones, named after discontinued set-top box Steam Link. It was also submitted to the iOS App Store, but was denied by Apple Inc., who cited "business conflicts with app guidelines". Apple later clarified its rule at the following Apple Worldwide Developers Conference in early June, in that iOS apps may not offer an app-like purchasing store, but does not restrict apps that provide remote desktop support. In response, Valve removed the ability to purchase games or other content through the app and resubmitted it for approval in June 2018, where it was accepted by Apple and allowed on their store in May 2019. Before 2013, industry analysts believed that Valve was developing hardware and tuning features of Steam with apparent use on its own hardware. These computers were pre-emptively dubbed as "Steam Boxes" by the gaming community and expected to be a dedicated machine focused on Steam functionality and maintaining the core functionality of a traditional video game console. In September 2013, Valve unveiled SteamOS, a custom Linux-based operating system they had developed specifically aimed for running Steam and games, and the final concept of the Steam Machine hardware. Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a personal computer. In 2018, the Steam Machines were removed from the storefront due to low sales and small user traffic. In November 2015, Valve released the set-top box Steam Link and Steam Controller (which was discontinued in 2019). The Steam Link removed the need for HDMI cables for displaying a PC's screen and allowed for wireless connection when connecting to a TV. That was discontinued in 2018, but now "Steam Link" refers to the Remote Play mobile app that allows users to stream content, such as games, from a PC to a mobile device over a network. Valve released the Steam Deck, a handheld gaming computer running an updated version of SteamOS, with initial shipments starting on February 25, 2022. The Deck is designed for the play of Steam games, but it can be placed into a separate dock that allows the Deck to output to an external display. The Deck was released on February 25, 2022. Among updates to Steam and SteamOS included better Proton layer support for Windows-based games, improved user interface features in the Steam client for the Steam Deck display, and adding Dynamic Cloud Saves to Steam to allow synchronizing saved games while a game is being played. Valve began marking all games on the service through a Steam Deck Validated program to indicate how compatible they were with the Steam Deck software. Valve included beta support for Steam Cloud Play in May 2020 for developers to allow users to play games in their library which developers and publishers have opted to allow in a cloud gaming service. At launch, Steam Cloud Play only worked through Nvidia's GeForce Now service and would link up to other cloud services in the future though whether Valve would run its own cloud gaming service was unclear. China has strict regulations on video games and Internet use; however, access to Steam is allowed through China's governmental firewalls. Currently, a large portion of Steam users are from China. By November 2017, more than half of the Steam userbase was fluent in Chinese, an effect created by the large popularity of Dota 2 and PlayerUnknown's Battlegrounds in the country, and several developers have reported that Chinese players make up close to 30% of the total players for their games. Following a Chinese government-ordered temporary block of many of Steam's functions in December 2017, Valve and Perfect World announced they would help to provide an officially sanctioned version of Steam that meets Chinese Internet requirements. Perfect World has worked with Valve before to help bring Dota 2 and Counter-Strike: Global Offensive to the country through approved government processes. All games to be released on Steam China are expected to pass through the government approval process and meet other governmental requirements, such as requiring a Chinese company to run any game with an online presence. The platform is known locally as "Steam Platform" (Chinese: 蒸汽平台; pinyin: Zhēngqì píngtái) and runs independently from the rest of Steam. It was made to comply with China's strict regulations on video games. Valve does not plan to prevent Chinese users from accessing the global Steam platform and will try to assure that a player's cloud data remains usable between the two. The client launched as an open beta on February 9, 2021, with about 40 games available at launch. As of December 2021, only around 100 games that have been reviewed and licensed by the government are available through Steam China. On December 25, 2021, reports emerged that Steam's global service was the target of a domain name system attack that prevented users in China from accessing its site. The Chinese government Ministry of Industry and Information Technology (MIIT) later confirmed that Chinese gamers would no longer be able to use Steam's global service as its international domain name has been designated as "illegal". The block has effectively locked all Chinese users out of games they had purchased through Steam's international service. In 2023, reports emerged that the Steam Store could be used as normal in China, while the Steam Community was still blocked. Reception and impact Steam's success has led to some criticism because it supported DRM and for being an effective monopoly. In 2012, Free Software Foundation founder Richard Stallman called DRM using Steam on Linux "unethical", but still better than Windows. Steam's customer service has been highly criticized, with users citing poor response times or lack of response. In March 2015, Valve was given a failing "F" grade from the Better Business Bureau due to a large number of complaints about Valve's handling of Steam, leading Valve's Erik Johnson to state that "we don't feel like our customer service support is where it needs to be right now". Johnson stated the company plans to better integrate customer support features into the Steam client and be more responsive. In May 2017, in addition to hiring more staff for customer service, Valve publicized pages that show the number and type of customer service requests it was handling over the last 90 days, with an average of 75,000 entered each day. Of those, requests for refunds were the largest segment, and which Valve could resolve within hours, followed by account security and recovery requests. Valve stated at this time that 98% of all service requests were processed within 24 hours of filing. In August 2011, Valve said Steam's revenue, estimated to be $1 billion in 2010, was comparable to that of its published games. Gabe Newell said the company was "tremendously profitable", being more profitable per employee than companies like Google or Apple. Valve reported that there were 125 million active accounts on Steam by the end of 2015.[b] By August 2017, the company reported that there were 27 million new active accounts since January 2016, bringing the total number of active users to at least 150 million. Most accounts were from North America and Western Europe, with there being a significant growth in accounts from Asia around 2017, spurred by their work to help localize the client and make additional currency options available to purchasers. In September 2014, 1.4 million accounts belonged to Australian users; this grew to 2.2 million by October 2015. Valve also considers concurrent users – how many accounts were logged in at the same time – a key indicator of the success of the platform. By August 2017, Valve reported that they saw a peak of 14 million concurrent players, up from 8.4 million in 2015, with 33 million active daily and 67 million active monthly. By January 2018, the peak online count had reached 18.5 million, with over 47 million daily active users. During the COVID-19 pandemic in 2020, in which a large proportion of the world's population were at home, Steam saw a concurrent player count of over 23 million in March, along with several games seeing similar record-breaking concurrent counts. The highest concurrent player count reached 39.2 million by December 2024, in part from the combined releases of Marvel Rivals and Path of Exile 2, and 40 million by February 2025 with the release of Monster Hunter Wilds. In October 2025, Steam reached a new all-time concurrent user peak of 41.6 million surpassing its previous record by over a million - a surge attributed largely to the release of Battlefield 6. An analysis by Alinea Analytics estimated that in the first 11 months of 2025, Steam had brought in $16.3 billion in revenue. Steam has grown from seven games in 2004 to over 30,000 by 2019, with additional non-gaming products, such as creation software, DLC, and videos, numbering over 20,000. More than 50,000 games were on the service as of February 2021. The growth of games on Steam is attributed to changes in Valve's curation approach, which allows publishers to add games without Valve's direct involvement, and games supporting virtual reality technology. The addition of Greenlight and Direct has accelerated the number of games present on the service, with almost 40% of the 19,000 games on Steam by the end of 2017 having been released in 2017. Before Greenlight, Valve saw about five new games published each week. Greenlight expanded this to about seventy, and which doubled to one hundred and eighty per week following the introduction of Direct. Although Steam provides direct sales data to developers and publishers, it does not provide public sales data. In 2011, Valve's Jason Holtman stated that the company felt that such data was outdated for a digital market. Data that Valve does provide cannot be released without permission because of a non-disclosure agreement. Developers and publishers have asked for some metrics of sales for games, to allow them to judge the potential success of a title by reviewing how similar games have performed. Algorithms that worked on publicly available data through user profiles to estimate sales data with some accuracy led to the creation of the website Steam Spy in 2015. Steam Spy was credited with being reasonably accurate, but in April 2018, Valve added new privacy settings that defaulted to hiding user game profiles, stating this was part of compliance with the General Data Protection Regulation (GDPR) of the European Union. The change broke the method by which Steam Spy had collected data, rendering it unusable. A few months later, another method had been developed using game achievements to estimate sales with similar accuracy, but Valve shortly changed the Steam API that reduced its functionality. Some have asserted that Valve used the GDPR change as a means to block methods of estimating sales, although Valve subsequently promised to provide tools to developers to help gain such insights that they say will be more accurate. In 2020, Simon Carless revised an approach originally proposed by Mike Boxleiter as early as 2013, with Carless's method used to estimate sales based on the number of reviews it has on Steam based on a modified "Boxleiter number" used as a multiplication factor. The accessibility of publishing games on digital storefronts like Steam has been described as key to the popularity of indie games. As these processes allow developers to publish games on Steam with minimal oversight from Valve, journalists have criticized Valve for lacking curation policies that make it difficult to find quality games among poorly produced games, sometimes called "shovelware". Following the launch of Steam Direct, the video game industry was split on Valve's hands-off approach. Some praised Valve for favoring avoiding trying to be a moral adjudicator of content and letting consumers decide what content they want to see, while others felt that this would encourage developers to publish games that are purposely hateful, and that Valve's reliance on user-filters and algorithms may not succeed in blocking undesirable content. Some further criticized the decision based on the financial gain from avoiding blocking any game content, as Valve collects a cut from sales through Steam. In 2018 the National Center on Sexual Exploitation denounced the policy for avoiding corporate and social responsibility "in light of the rise of sexual violence and exploitation games being hosted on Steam". Steam was estimated to have the largest share of the PC digital distribution market in the 2010s. In 2013, sales via the Steam catalog are estimated to be between 50 and 75 percent of the total PC gaming market. In 2010 and 2013, with an increase in retail copies of major game publishers integrating or requiring Steam, retailers and journalists referred to the service as a monopoly, which they claimed can be detrimental to the industry and that sector competition would yield positive results for consumers. Several developers also noted that Steam's influence on the PC gaming market is powerful and one that smaller developers cannot afford to ignore or not work with, but believe that Valve's corporate practices make it a type of "benevolent dictator". Because of Valve's oversight of sales data, estimates of the market share that Steam has of the videogame market are difficult to compile. Stardock, developer of competing platform Impulse, estimated that Steam had a 70% share in 2009. In February 2011, Forbes reported that Steam sales constituted 50–70% of the US$4 billion market for downloaded PC games and that Steam offered game producers gross margins of 70% of the purchase price, compared with 30% at retail. Steam has been criticized for its reported 30% cut on revenue with publishers from game sales, a value that is similar to other digital storefronts according to IGN. However, some critics have asserted that the share no longer scales with cheaper costs of serving data. A 2019 Game Developers Conference survey showed only 6% of the 400 respondents deemed the share justified. Epic Games' Tim Sweeney postulated that Valve could reduce its cut to 8%, given that content delivery network costs has dropped significantly. Other services have promoted their sites having a lower cut, including the Epic Games Store and Discord. In November 2009, online retailers Impulse, Direct2Drive and GamersGate refused to offer Call of Duty: Modern Warfare 2 because it includes mandatory installation of Steamworks. Direct2Drive accused Steamworks of being a "trojan horse". Valve's business development director Jason Holtman replied Steamworks' features were chosen by developers and based on consumer wants and that Modern Warfare 2 was one of Steam's "greatest sellers". In December 2010, MCV/Develop reported that "key traditional retailers" would stop offering games that integrate Steam. A 2025 report by Gamalytic found that of the approximately 13,000 games released on Steam from January to October 2025, only 8% were estimated to have made revenues over $100,000, while 40% had failed to make more than $100, a cost of applying to publish a game on Steam. Steam's predominance has led to Valve becoming involved in various legal cases. The lack of a formal refund policy led the Australian Competition and Consumer Commission (ACCC) to sue Valve in September 2014 for violating Australian consumer laws that required stores to offer refunds for faulty or broken products. The ACCC won the lawsuit in March 2016, though recognizing Valve changed its policy in the interim. In December 2016, the court fined Valve A$3 million, as well as requiring Valve to include proper language for Australian consumers outlining their rights when purchasing games off of Steam. In January 2018, Valve filed for special leave to appeal the decision to the High Court of Australia, but the High Court dismissed this request. In September 2018, Valve's Steam refund policy was found to violate France's consumer laws, and it was fined €147,000 and required to modify its refund policy. In December 2015, the French consumer group UFC-Que Choisir initiated a lawsuit against Valve for several of its Steam policies that conflicted with French law, including the restriction on reselling of purchased games, which is legal within the European Union. In September 2019, the Tribunal de grande instance de Paris found that Valve's practice of preventing resales violated the EU's Information Society Directive of 2001 and the Computer Programs Directive of 2009, and required them to allow it in the future. The Interactive Software Federation of Europe (ISFE) issued a statement that the French court ruling goes against established EU case law related to digital copies and threatened to upend much of the digital distribution systems in Europe should it be upheld. In August 2016, BT Group filed a lawsuit against Valve, stating that Steam's client infringed on four of its patents, which it said were used within Steam's Library, Chat, Messaging, and Broadcasting services. [needs update] In 2017, the European Commission began investigating Valve and five other publishers—Bandai Namco Entertainment, Capcom, Focus Home Interactive, Koch Media, and ZeniMax Media—for anti-competitive practices, specifically the use of geo-blocking to prevent access to software within certain countries within the European Economic Area. Such practices would be against the Digital Single Market initiative set by the European Union. The French gaming trade group, Syndicat National du Jeu Vidéo, noted that geo-blocking was a necessary feature to hinder inappropriate product key reselling. The Commission found, in January 2021, that Valve and co-defendants had violated antitrust rules of the European Union, issued combined fines of €7.8 million, and determined that these companies may be further liable to lawsuits from affected consumers. Valve had chosen "not to cooperate", and was fined €1.6 million, the most of any of the defendants. A January 2021 class-action lawsuit filed against Valve asserted that it forced developers into entering a "most favored nation"-type of pricing contract to offer games on their storefront, which required the developers to price their games the same on other platforms as they did on Steam, thus stifling competition. Gamasutra's Simon Carless analyzed the lawsuit and observed that Valve's terms only apply the resale of Steam keys and not games themselves, and thus the lawsuit may be without merit. A separate class-action lawsuit filed against Valve by Wolfire Games in April 2021 asserted that Steam is essentially a monopoly, since developers must sell to PC users through it and that its 30% cut and "most favored nation" pricing practices violate antitrust laws as a result of their position. Valve's response, filed in July 2021, dismissed the complaint stating that it "has no duty under antitrust law to allow developers to use free Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all". Valve defended its 30% revenue as meeting the current Industry standard and claimed Wolfire's figure for Steam's market share to lack evidence. Wolfire's suit was dismissed by the presiding judge in November 2021 after determining that Wolfire had failed to show that Valve had a monopoly on game sales and that the 30% cut has remained unchanged throughout Valve's history. Wolfire refiled its case, narrowing the complaint to Valve's use of its dominance to intimidate developers that sell their game for less on other marketplaces, which the judge allowed to proceed in May 2022. According to discovery, Valve was ordered to have Gabe Newell submit to a deposition for discussion of Valve's business strategy related to Steam. On November 26, 2024, an order was entered certifying a class of game sellers who were allegedly injured by Valve's policies, and the case is now expected to proceed to trial. A similar lawsuit as Wolfire's was filed against Valve in the United Kingdom in 2024 as a collective action claim, accusing Valve of its favored pricing model, its high 30% revenue share, and requiring developers to funnel microtransactions for games through Steam's storefront. The case was reviewed by the Competition Appeal Tribunal, which approved the suit to go forward in January 2026. Valve changed the Steam terms of service in September 2024 to eliminate the forced arbitration clause, such that any disputes with the storefront are to be resolved within courtrooms, and allowing for class-action lawsuits. See also Notes References Further reading External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-88] | [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
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-87] | [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
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-84] | [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
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_note-51] | [TOKENS: 3525]
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Eschatology] | [TOKENS: 10055]
Contents Eschatology Eschatology (/ˌɛskəˈtɒlədʒi/ ⓘ; from Ancient Greek ἔσχατος (éskhatos) 'last' and -logy) concerns expectations of the end of present age, human history, or the world itself. The end of the world or end times is predicted by several world religions (both Abrahamic and Dharmic), which teach that negative world events will reach a climax. Belief that the end of the world is imminent is known as apocalypticism, and over time has been held both by members of mainstream religions and by doomsday cults. In the context of mysticism, the term refers metaphorically to the end of ordinary reality and to reunion with the divine. Many religions treat eschatology as a future event prophesied in sacred texts or in folklore, while other religions may have concepts of renewal or transformation after significant events. The Abrahamic religions maintain a linear cosmology, with end-time scenarios containing themes of transformation and redemption. In Judaism, the term "end of days" makes reference to the Messianic Age and includes an in-gathering of the exiled Jewish diaspora, the coming of the Messiah, the resurrection of the righteous, and the world to come. Christianity depicts the end time as a period of tribulation that precedes the second coming of Christ, who will face the rise of the Antichrist along with his power structure and false prophets, and usher in the Kingdom of God. The explicit description of a new earth is primarily found in Christian teachings (this description can be found in Chapter 21 of the Book of Revelation). In later traditions of Islam, separate hadiths detail the Day of Judgment as preceded by the appearance of the Masīḥ ad-Dajjāl, and followed by the descending of ʿĪsā (Jesus), which shall triumph over the false Messiah or Antichrist; his defeat will lead to a sequence of events that will end with the sun rising from the west and the beginning of the Qiyāmah (Judgment Day). Dharmic religions tend to have more cyclical worldviews, with end-time eschatologies characterized by decay, redemption, and rebirth (though some believe transitions between cycles are relatively uneventful). In Hinduism, the end time occurs when Kalki, the final incarnation of Vishnu, descends atop a white horse and brings an end to the current Kali Yuga, completing a cycle that starts again with the regeneration of the world. In Buddhism, the Buddha predicted his teachings would be forgotten after 5,000 years, followed by turmoil. It says a bodhisattva named Maitreya will appear and rediscover the teachings of the Buddha Dharma, and that the ultimate destruction of the world will then come through seven suns. Since the development of the concept of deep time in the 18th century and the calculation of the estimated age of planet Earth, scientific discourse about end times has considered the ultimate fate of the universe. Theories have included the Big Rip, Big Crunch, Big Bounce, and Big Freeze (heat death). Social and scientific commentators also worry about global catastrophic risks and scenarios that could result in human extinction. Etymology The word "eschatology" arises from the Ancient Greek term ἔσχατος (éschatos), meaning "last", and -logy, meaning "the study of", and first appeared in English around 1844. The Oxford English Dictionary defines eschatology as "the part of theology concerned with death, judgment, and the final destiny of the soul and of humankind". Linear cosmology The main tenets of modern Jewish eschatology, in no particular order, include: Judaism usually refers to the end times as the "end of days" (aḥarit ha-yamim, אחרית הימים), a phrase that appears several times in the Tanakh. The end times are addressed in the Book of Daniel and in numerous other prophetic passages in the Hebrew scriptures, and also in the Talmud, particularly Tractate Avodah Zarah. The idea of a Messianic Age, an era of global peace and knowledge of the Creator, has a prominent place in Jewish thought, and is incorporated as part of the end of days. A well-known passage from the Book of Isaiah describes this future condition of the world: "They shall beat their swords into plowshares and their spears into pruning hooks; nation will not lift sword against nation and they will no longer study warfare" (Isaiah 2:4, see also Micah 4:3). Maimonides (1135–1204) further describes the Messianic Era in the Mishneh Torah: "And at that time there will be no hunger or war, no jealousy or rivalry. For the good will be plentiful, and all delicacies available as dust. The entire occupation of the world will be only to know God; ... the people Israel will be of great wisdom; they will perceive the esoteric truths and comprehend their Creator's wisdom as is the capacity of man. As it is written (Isaiah 11:9): 'For the earth shall be filled with the knowledge of God, as the waters cover the sea.'" In Kabbalah, the Zohar maintains that the seven days of the week, based on the seven days of creation, correspond to the seven millennia of creation. The seventh day of the week, the Shabbat day of rest, corresponds to the seventh millennium, the age of universal rest, or the Messianic Era. The seventh millennium begins with the year 6000 AM, and is the latest time the Messiah can come. A number of early and late Jewish scholars have written in support of this, including the Ramban, Isaac Abarbanel, Abraham Ibn Ezra, Rabbeinu Bachya, the Vilna Gaon, the Lubavitcher Rebbe, the Ramchal, Aryeh Kaplan and Rebbetzin Esther Jungreis. Frashokereti is the Zoroastrian doctrine of a final renovation of the universe when evil will be destroyed, and everything else will then be in perfect unity with God (Ahura Mazda). The doctrinal premises are: Zoroastrian eschatology is considered one of the oldest in recorded history. The birth of its founder, Zoroaster, is unknown, with scholarly dates ranging from 500 BCE to 1,500 BCE. Pliny the Elder even suggests there were two Zoroasters. However, with beliefs paralleling and possibly predating the framework of the major Abrahamic faiths, a fully developed concept of the end of the world was not established in Zoroastrianism until 500 BCE. The Bahman Yasht describes: At the end of thy tenth hundredth winter, the sun is more unseen and more spotted; the year, month, and day are shorter; and the earth is more barren; and the crop will not yield the seed. And men become more deceitful and more given to vile practices. They will have no gratitude. Honorable wealth will proceed to those of perverted faith. And a dark cloud makes the whole sky night, and it will rain more noxious creatures than water. A battle between the righteous and wicked will be followed by the Frashokereti. On earth, the Saoshyant will arrive as the final savior of mankind, and bring about the resurrection of the dead. The yazatas Airyaman and Atar will melt the metal in the hills and mountains, which will flow as lava across the earth and all mankind, both the living and resurrected, will be required to wade through it. Ashavan will pass through the molten river as if it were warm milk, but the sinful will burn. It will then flow down to hell, where it will annihilate Angra Mainyu and the last vestiges of wickedness. The righteous will partake of the parahaoma, which will confer immortality upon them. Humanity will become like the Amesha Spentas, living without food, hunger, thirst, weapons or injury. Bodies will become so light as to cast no shadow. All humanity will speak a single language, and belong to a single nation with no borders. All will share a single purpose and goal, joining with Ahura Mazda for a perpetual and divine exaltation. The Gnostic codex On the Origin of the World (possibly dating from near the end of the third century AD) states that during what is called the consummation of the age, the Sun and Moon will become dark as the stars change their ordinary course. Kings will make war with each other, and thunder will cause the world to be shaken. The corrupt Archons will mourn. The sea will be troubled by fighting of the kings who became drunk from the flaming sword. Finally, great thunder will come from Sophia, the woman in the firmament above the forces of Chaos. She will cast the corrupt gods into the abyss where they will fight each other until only their chief Yaldabaoth remains and destroys himself. Next the heavens of the Archons will collapse on each other before the Earth sinks into the abyss. Light will cover the darkness and eliminate it then form into something greater than anything that ever existed before. The source of the darkness will dissolve, and the deficiency will be taken from its root. Those who were not perfected in the unconceived one will receive glories in their realms and kingdoms of the immortals, but those who were will enter a kingless realm. All will be judged according to their deeds and gnosis. Christian eschatology is the study concerned with the ultimate destiny of the individual soul and of the entire created order, based primarily upon biblical texts within the Old and New Testaments. Christian eschatological research looks to study and discuss matters such as the nature of the divine and the divine nature of Jesus Christ, death and the afterlife, Heaven and Hell, the Second Coming of Jesus, the resurrection of the dead, the rapture, the Tribulation, millennialism, the end of the world, the Last Judgment, and the New Heaven and New Earth in the world to come. Eschatological passages occur in many places in the Bible, in both the Old and the New Testaments. In the Old Testament, apocalyptic eschatology can be found notably in Isaiah 24–27, Isaiah 56–66, Joel, Zechariah 9–14 as well as in the closing chapters of Daniel, and in Ezekiel. In the New Testament, applicable passages include Matthew 24, Mark 13, the parable of "The Sheep and the Goats" and the Book of Revelation—Revelation often occupies a central place in Christian eschatology. The Second Coming of Christ is the central event in Christian eschatology within the broader context of the fullness of the Kingdom of God. No consensus on the interpretation of the kingdom of God has emerged to date. Dale Allison argues that many Biblical prophecies such as Jesus’s return were contingent on the repentance of Israel to proceed. Most Christians believe that death and suffering will continue to exist until Christ's return. There are, however, various views concerning the order and significance of other eschatological events. The Book of Revelation stands at the core of much of Christian eschatology. The study of Revelation is usually divided into four interpretative methodologies or hermeneutics: The precise time, however, will come like a "thief in the night" (1 Thess. 5:2). They may also refer to Matthew 24:36 in which Jesus is quoted as saying: "But concerning that day and hour no one knows, not even the angels of heaven, nor the Son, but the Father only." In the New Testament, Jesus refers to this period preceding the end times as the "Great Tribulation" (Matthew 24:21), "Affliction" (Mark 13:19), and "days of vengeance" (Luke 21:22). The Book of Matthew describes the devastation: When ye therefore shall see the abomination of desolation, spoken of by Daniel the prophet, stand in the holy place, (whoso readeth, let him understand). Then let them which be in Judaea flee into the mountains. Let him which is on the housetop not come down. ...Neither let him which is in the field return back to take his clothes, and woe unto them that are with child. ...For then shall be great tribulation, such as was not since the beginning of the world to this time, no, nor ever shall be. And except those days should be shortened, there should no flesh be saved: but for the elect's sake those days shall be shortened. — Matthew 24:15–22 The resulting chaos will affect pregnancies, newborns, and a scourge will spread throughout the flesh, save for the elect. The vivid imagery of this section is repeated closely in Mark 13:14–20. The Gospel of Luke describes a complete unraveling of the social fabric, with widespread calamity and war: Then he said to them, "Nation will rise against nation, and kingdom against kingdom. There will be great earthquakes, and in various places famines and pestilences. And there will be terrors and great signs from heaven. But before all this they will lay their hands on you and persecute you, delivering you up to the synagogues and prisons, and you will be brought before kings and governors for my name's sake. This will be your opportunity to bear witness. Settle it therefore in your minds not to meditate beforehand how to answer, for I will give you a mouth and wisdom, which none of your adversaries will be able to withstand or contradict. You will be delivered up even by parents and brothers and relatives and friends, and some of you they will put to death. You will be hated by all for my name's sake. But not a hair of your head will perish. By your endurance you will gain your lives. "But when you see Jerusalem surrounded by armies, then know that its desolation has come near. Then let those who are in Judea flee to the mountains, and let those who are inside the city depart, and let not those who are out in the country enter it, for these are days of vengeance, to fulfill all that is written. Alas for women who are pregnant and for those who are nursing infants in those days! For there will be great distress upon the earth and wrath against this people. They will fall by the edge of the sword and be led captive among all nations, and Jerusalem will be trampled underfoot by the Gentiles, until the times of the Gentiles are fulfilled. "And there will be signs in sun and moon and stars, and on the earth distress of nations in perplexity because of the roaring of the sea and the waves, people fainting with fear and with foreboding of what is coming on the world. For the powers of the heavens will be shaken. And then they will see the Son of Man coming in a cloud with power and great glory. Now when these things begin to take place, straighten up and raise your heads, because your redemption is drawing near." And he told them a parable: "Look at the fig tree, and all the trees. As soon as they come out in leaf, you see for yourselves and know that the summer is already near. So also, when you see these things taking place, you know that the kingdom of God is near. Truly, I say to you, this generation will not pass away until all has taken place. Heaven and earth will pass away, but my words will not pass away." — Luke 21:10–33 In the Book of Revelation, the "great tribulation" (Rev. 7:14b) refers to a time of affliction upon God's people. The Profession of Faith addresses Catholic beliefs concerning the last days. Catholicism adheres to the amillennial school of thought, promoted by Augustine of Hippo in his work The City of God. Contemporary use of the term End Times has evolved from literal belief in Christian millennialism. In this tradition, Biblical apocalypse is believed to be imminent, with various current events as omens of impending Armageddon. These beliefs have been put forward by the Adventist movement (Millerites) and dispensational premillennialists. In 1918 a group of eight, well-known preachers produced the London Manifesto, warning of an imminent second coming of Christ shortly after the 1917 liberation of Jerusalem by the British. Protestants are divided between Millennialists and Amillennialists. Millennialists concentrate on the issue of whether the true believers will see the Great Tribulation or be removed from it by what is referred to as a Pre-Tribulation rapture. Amillennialists believe the end times encompass the time from Christ's ascension to the last day, and maintain that the mention of the "thousand years" in the Book of Revelation is meant to be taken metaphorically (i.e., not literally), a view which continues to cause divisions within Protestant Christianity. There is a range of eschatological belief in Protestant Christianity. Christian premillennialists who believe the end times are occurring now, are usually specific about timelines that climax in the end of the world. For some, Israel, the European Union, or the United Nations are seen as major players whose roles were foretold in scripture. Within dispensational premillennialist writing, there is the belief that Christians will be summoned to Heaven by Christ at the rapture, occurring before a Great Tribulation prophesied in Matthew 24–25; Mark 13 and Luke 21. The Tribulation is described in the Book of Revelation. "End times" may also refer to the passing of an age or long period in the relationship between man and God. Adherents to this view cite the Second Epistle to Timothy and draw analogies to the late twentieth and early twenty-first centuries. Post-Exilic Hebrew books of prophecy such as Daniel and Ezekiel are given new interpretations in this Christian tradition, while apocalyptic forecasts appear in the Judeo-Christian Sibylline Oracles which include the Book of Revelation ascribed to John, the apocryphal Apocalypse of Peter, and the Second Book of Esdras. Religious movements which expect that the second coming of Christ will be a cataclysmic event are generally called adventism. These have arisen throughout the Christian era, but were particularly common after the Protestant Reformation. Emanuel Swedenborg considered the second coming to be symbolic, and to have occurred in 1757. Along with others, he developed a religious system around the second coming of Christ, disclosed by new prophecy or special revelation not described in the Bible. The Millerites are diverse religious groups which similarly rely upon a special gift of interpretation for predicting the second coming. The difference between the 19th-century Millerite and adventist movements and contemporary prophecy is that William Miller and his followers, based on biblical interpretation, predicted the time of the Second Coming to have occurred in 1844. Contemporary writing of end time has suggested the timetable will be triggered by future wars and moral catastrophe, and that this time of tribulation is close at hand. Seventh-day Adventists believe biblical prophecy to foretell an end time scenario in which the United States works in conjunction with the Catholic Church to mandate worship on a day other than the true Sabbath, Saturday, as prescribed in the Ten Commandments (Exodus 20:8–11). This will bring about a situation where one must choose for or against the Bible as the will of God. Another view of the end times is preterism. It distinguishes the time of the end from the end of time. Preterists believe the term last days (or Time of the End) refers to, neither the last days of the Earth, nor the last days of humankind, but the end of the Old Covenant between God and Israel; which, according to preterism, took place when the Temple in Jerusalem was destroyed in 70 CE. Preterists believe that prophecies—such as the Second Coming, the desecration of the Jewish Temple, the destruction of Jerusalem, the rise of the Antichrist, the Great Tribulation, the advent of The Day of the Lord, and a Final Judgment—had been fulfilled when the Romans sacked Jerusalem and completely destroyed its Temple. Proponents of full preterism do not believe in a coming resurrection of the dead. They place this event (as well as the Second Coming) in the year 70. Advocates of partial preterism do believe in a coming resurrection. Full preterists contend that partial preterists are merely futurists, since they believe the Second Coming, the Resurrection, the Rapture, and the Judgment are yet to come. Many preterists believe first-century Christians experienced the Rapture to rejoin the Christ. According with Preterism's interpretation of end times, many "time passages" in the New Testament foretell a Second Coming of Christ, with last days to take place within the lifetimes of his disciples: Matt. 10:23, Matt. 16:28, Matt. 24:34, Matt. 26:64, Rom. 13:11–12, 1 Cor. 7:29–31, 1 Cor. 10:11, Phil. 4:5, James 5:8–9, 1 Pet. 4:7, 1 Jn. 2:18. Dispensationalism is an evangelical futurist Biblical interpretation that foresees a series of dispensations, or periods, in which God relates to human beings under different Biblical covenants. The belief system is primarily rooted in the writings of John Nelson Darby and is premillennial in content. The reestablishment of Israel in 1948 provided a major impetus to the dispensationalist belief system. The wars of Israel after 1948 with its Arab neighbors provided further support, according to John F. Walvoord. After the Six-Day War in 1967, and the Yom Kippur War in 1973, it seemed plausible to many Fundamentalist Christians in the 1970s that Middle East turmoil may well be leading up to the fulfillment of various Bible prophecies and to the Battle of Armageddon. Members of the dispensationalist movement such as Hal Lindsey, J. Dwight Pentecost, John Walvoord, all of whom have Dallas Theological Seminary backgrounds, and some other writers, claimed further that the European Economic Community, which preceded the European Union, would become a United States of Europe, which would in turn become a Revived Roman Empire ruled by the Antichrist. The Revived Roman Empire also figured into the New Testament writers' vision of the future. The fact that in the early 1970s, there were (erroneously thought to be) seven nations in the European Economic Community was held to be significant; this aligned the Community with a seven-headed beast mentioned in Revelation. This specific prophecy has required revision, but the idea of a Revived Roman Empire remains. Dispensationalism, in contrast to the Millerite Adventist movement, had its beginning in the 19th century, when John Nelson Darby, founder of the Plymouth Brethren religious denomination, incorporated into his system of Biblical interpretation a system of organizing Biblical time into a number of discrete dispensations, each of which marks a separate covenant with God. Darby's beliefs were widely publicized in Cyrus I. Scofield's Scofield Reference Bible, an annotated Bible that became popular in the United States. Since the majority of the Biblical prophets were writing at a time when the Temple in Jerusalem was still functioning, they wrote as if it would still be standing during the prophesied events. According to preterism, this was a fulfillment of the prophecies. However, according to Futurists, their destruction in AD 70 put the prophetic timetable on hold. Many such believers therefore anticipated the return of Jews to Israel and the reconstruction of the Temple before the Second Coming could occur. A view of the Second Coming of Christ as held by posttribulational premillennialists holds that the Church of Christ will have to undergo great persecution by being present during the great tribulation. In 1843, William Miller made the first of several predictions that the world would end in only a few months. As his predictions did not come true (referred to as the Great Disappointment), followers of Miller went on to found separate groups, the most successful of which is the Seventh-day Adventist Church. Members of the Baháʼí Faith believe Miller's interpretation of signs and dates of the coming of Jesus were, for the most part, correct. They believe the fulfillment of biblical prophecies of the coming of Christ came through a forerunner of their own religion, the Báb. According to the Báb's words, 4 April 1844 was "the first day that the Spirit descended" into his heart. His subsequent declaration to Mullá Husayn-i Bushru'i that he was the "Promised One"—an event now commemorated by Baháʼís as a major holy day—took place on 23 May 1844. It was in October of that year that the Báb embarked on a pilgrimage to Mecca, where he openly declared his claims to the Sharif of Mecca. The first news coverage of these events in the West was in 1845 by The Times, followed by others in 1850 in the United States. The first Baháʼí to come to America was in 1892. Several Baháʼí books and pamphlets make mention of the Millerites, the prophecies used by Miller and the Great Disappointment, most notably William Sears's Thief in the Night. End times theology is also significant to restorationist Christian religions, which consider themselves distinct from both Catholicism and Protestantism. The eschatology of Jehovah's Witnesses is central to their religious beliefs. They believe Jesus Christ has been ruling in heaven as king since 1914 (a date they believe was prophesied in the Bible) and that after that time a period of cleansing occurred, resulting in God's selection of the Bible Students associated with Charles Taze Russell as his people in 1919. They also believe that the destruction of those who reject the Bible's message and thus willfully refuse to obey God will shortly take place at Armageddon, ensuring that the beginning of the new earthly society will be composed of willing subjects of that kingdom. The religion's doctrines surrounding 1914 are the legacy of a series of emphatic claims regarding the years 1799, 1874, 1878, 1914, 1918 and 1925 made in the Watch Tower Society's publications between 1879 and 1924. Claims about the significance of those years, including the presence of Jesus Christ, the beginning of the "last days", the destruction of worldly governments and the earthly resurrection of Jewish patriarchs, were successively abandoned. In 1922 the society's principal magazine, The Watchtower, described its chronology as "no stronger than its weakest link", but also claimed the chronological relationships to be "of divine origin and divinely corroborated ... in a class by itself, absolutely and unqualifiedly correct" and "indisputable facts", and repudiation of Russell's teachings was described as "equivalent to a repudiation of the Lord". The Watch Tower Society has acknowledged its early leaders promoted "incomplete, even inaccurate concepts". The Governing Body of Jehovah's Witnesses says that, unlike Old Testament prophets, its interpretations of the Bible are not inspired or infallible. It says that Bible prophecies can be fully understood only after their fulfillment, citing examples of biblical figures who did not understand the meaning of prophecies they received. Watch Tower Society literature often cites Proverbs 4:18, "The path of the righteous ones is like the bright light that is getting lighter and lighter until the day is firmly established" (NWT) to support their view that there would be an increase in knowledge during "the time of the end", and that this increase in knowledge needs adjustments. Watch Tower Society publications also say that unfulfilled expectations are partly due to eagerness for God's Kingdom and that they do not call their core beliefs into question. Members of the Church of Jesus Christ of Latter-day Saints (LDS Church) believe there will be a Second Coming of Jesus to the earth at some time in the future. The LDS Church and its leaders do not make any predictions of the date of the Second Coming. According to church doctrine, the true gospel will be taught in all parts of the world prior to the Second Coming. They also believe there will be increasing war, wickedness, earthquakes, hurricanes, and man-made disasters prior to the Second Coming. Disasters of all kind will happen before Christ comes. Upon the return of Jesus Christ, all people will be resurrected, the righteous in a first resurrection and the unrighteous in a second, later resurrection. Christ shall reign for a period of 1000 years, after which the Final Judgment will occur. Realized eschatology is a Christian eschatological theory that holds that the eschatological passages in the New Testament do not refer to the future, but instead refer to the ministry of Jesus and his lasting legacy. Muslims believe there are three periods before the Day of Judgment with some debate as to whether the periods could overlap. Sunnis believe the dead will then stand in a grand assembly, awaiting a scroll detailing their righteous deeds, sinful acts and ultimate judgment.[note 1] Muhammad will be the first to be resurrected. Punishments will include adhab, or severe pain and embarrassment, and khizy or shame. There will also be a punishment of the grave between death and the resurrection. Several Sunni scholars explain some of the signs metaphorically. The signs of the coming end time are divided into major and minor signs: Following the second period, the third is said to be marked by the ten major signs known as alamatu's-sa'ah al- kubra (The major signs of the end).[note 2] They are as follows: Many of the signs shown above are shared by both Sunni and Shia beliefs, with some exceptions, e.g. Imam Al-Mahdi defeating Al-Masih ad-Dajjal. Concepts and terminology in Shia eschatology include Mi'ad, the Occultation, Al-Yamani, and Sufyani. In Twelver Shia narrations about the last days, the literature largely revolves around Muhammad al-Mahdi, who is considered by many beliefs to be the true twelfth appointed successor to Muhammad. Muhammad al-Mahdi will help mankind against the deception by the Dajjal who will try to get people in to a new world religion which is called "the great deception".[need quotation to verify] Ahmadiyya is considered distinct from mainstream Islam. In its writing, the present age has been witness to the evil of man and wrath of God, with war and natural disaster. Ghulam Ahmad is seen as the promised Messiah and the Mahdi, fulfilling Islamic and Biblical prophecies, as well as scriptures of other religions such as Hinduism. His teaching will establish spiritual reform and establish an age of peace. This will continue for a thousand years, and will unify mankind under one faith. Ahmadis believe that despite harsh and strong opposition and discrimination they will eventually be triumphant and their message vindicated both by Muslims and non-Muslims alike. Ahmadis also incorporate the eschatological views from other religions into their doctrine and believe Mirza Ghulam Ahmed falls into this sequence. In the Baháʼí Faith, creation has neither a beginning nor an end; Baháʼís regard the eschatologies of other religions as symbolic. In Baháʼí belief, human time is marked by a series of progressive revelations in which successive messengers or prophets come from God. The coming of each of these messengers is seen as the day of judgment to the adherents of the previous religion, who may choose to accept the new messenger and enter the "heaven" of belief, or denounce the new messenger and enter the "hell" of denial. In this view, the terms "heaven" and "hell" become symbolic terms for a person's spiritual progress and their nearness to or distance from God. In Baháʼí belief, Bahá'u'lláh (1817–1892), the founder of the Baháʼí Faith, was the Second Coming of Christ and also the fulfilment of previous eschatological expectations of Islam and other major religions. The inception of the Baháʼí Faith coincides with Great Disappointment of the Millerite prophecy in 1844. ʻAbdu'l-Bahá taught that Armageddon would begin in 1914, but without a clear indication of its end date. Baháʼís believe that the mass martyrdom anticipated during the End Times had already passed within the historical context of the Baháʼí Faith. Baháʼís expect their faith to be eventually embraced by the masses of the world, ushering in a golden age. Rastafari have a unique interpretation of end times, based on the Old Testament and the Book of Revelation. They believe Ethiopian Emperor Haile Selassie I to be God incarnate, the King of kings and Lord of lords mentioned in Revelation 5:5. They saw the crowning of Selassie as the second coming, and the Second Italo-Ethiopian War as fulfillment of Revelation. There is also the expectation that Selassie will return for a day of judgment and bring home the "lost children of Israel", which in Rastafari refers to those taken from Africa through the slave trade. There will then be an era of peace and harmony at Mount Zion in Africa. Cyclic cosmology The Vaishnavite tradition links contemporary Hindu eschatology to the figure of Kalki, the tenth and last avatar of Vishnu. Many Hindus believe that before the age draws to a close, Kalki will reincarnate as Shiva and simultaneously dissolve and regenerate the universe. Shaivites hold the view that Shiva is incessantly destroying and creating the world. In Hindu eschatology, time is cyclic and consists of kalpas. Each lasts 4.1–8.2 billion years, which is a period of one full day and night for Brahma, who will be alive for 311 trillion, 40 billion years. Within a kalpa there are periods of creation, preservation and decline. After this larger cycle, all of creation will contract to a singularity[citation needed] and then again will expand from that single point, as the ages continue in a religious fractal pattern.[need quotation to verify] Within the current kalpa, there are four epochs that encompass the cycle. They progress from a beginning of complete purity to a descent into total corruption. The last of the four ages is Kali Yuga (which most Hindus believe is the current time), characterized by quarrel, hypocrisy, impiety, violence and decay. The four pillars of dharma will be reduced to one, with truth being all that remains. As written in the Gita: Yadā yadā hi dharmasya glānirbhavati Bhārata Abhyutthānam adharmasya tadātmānam sṛjāmyaham O descendant of Bharata, whenever there is a decline of religion and an increase in irreligion, at that time I manifest My eternally perfect form in this mundane world. At this time of chaos, the final avatar, Kalki, endowed with eight superhuman faculties will appear on a white horse. Kalki will amass an army to "establish righteousness upon the earth" and leave "the minds of the people as pure as crystal." At the completion of Kali Yuga, the next Yuga Cycle will begin with a new Satya Yuga, in which all will once again be righteous with the reestablishment of dharma. This, in turn, will be followed by epochs of Treta Yuga, Dvapara Yuga and again another Kali Yuga. This cycle will then repeat until the larger cycle of existence under Brahma returns to the singularity,[citation needed] and a new universe is born. The cycle of birth, growth, decay, and renewal at the individual level finds its echo in the cosmic order, yet is affected by vagueries of divine intervention in Vaishnavite belief. There is no classic account of beginning or end in Buddhism; Masao Abe attributes this to the absence of God. History is embedded in the continuing process of samsara or the "beginningless and endless cycles of birth-death-rebirth". Buddhists believe there is an end to things but it is not final because they are bound to be born again. However, the writers of Mahayana Buddhist scriptures establish a specific end-time account in Buddhist tradition: this describes the return of Maitreya Buddha, who would bring about an end to the world. This constitutes one of the two major branches of Buddhist eschatology, with the other being the Sermon of the Seven Suns. End time in Buddhism could also involve a cultural eschatology covering "final things", which include the idea that Sakyamuni Buddha's dharma will also come to an end. The Buddha described his teachings disappearing five thousand years from when he preached them, corresponding approximately to the year 4300 since he was born in 623 BCE. At this time, knowledge of dharma will be lost as well. The last of his relics will be gathered in Bodh Gaya and cremated.[citation needed] There will be a new era in which the next Buddha Maitreya will appear, but it will be preceded by the degeneration of human society. This will be a period of greed, lust, poverty, ill will, violence, murder, impiety, physical weakness, sexual depravity and societal collapse, and even the Buddha himself will be forgotten. This will be followed by the coming of Maitreya when the teachings of dharma are forgotten. Maitreya was the first Bodhisattva around whom a cult developed, in approximately the third century CE. The earliest known mention of Maitreya occurs in the Cakkavatti, or Sihanada Sutta in Digha Nikaya 26 of the Pali Canon. In it, Gautama Buddha predicted his teachings of dharma would be forgotten after 5,000 years. At that period, brethren, there will arise in the world an Exalted One named Maitreya, Fully Awakened, abounding in wisdom and goodness, happy, with knowledge of the worlds, unsurpassed as a guide to mortals willing to be led, a teacher for gods and men, an Exalted One, a Buddha, even as I am now. He, by himself, will thoroughly know and see, as it were face to face, this universe, with Its worlds of the spirits, Its Brahmas and Its Maras, and Its world of recluses and Brahmins, of princes and peoples, even as I now, by myself, thoroughly know and see them. — Digha Nikaya, 26 The text then foretells the birth of Maitreya Buddha in the city of Ketumatī in present-day Benares, whose king will be the Cakkavattī Sankha. Sankha will live in the former palace of King Mahāpanadā, and will become a renunciate who follows Maitreya. In Mahayana Buddhism, Maitreya will attain bodhi in seven days, the minimum period, by virtue of his many lifetimes of preparation. Once Buddha, he will rule over the Ketumati Pure Land, an earthly paradise sometimes associated with the Indian city of Varanasi or Benares in present-day Uttar Pradesh. In Mahayana Buddhism, the Buddha presides over a land of purity. For example, Amitabha presides over Sukhavati, more popularly known as the "Western Paradise". A notable teaching he will rediscover is that of the ten non-virtuous deeds—killing, stealing, sexual misconduct, lying, divisive speech, abusive speech, idle speech, covetousness, harmful intent and wrong views. The ten virtuous deeds will replace them with the abandonment of each of these practices. Edward Conze in his Buddhist Scriptures (1959) gives an account of Maitreya: The Lord replied, 'Maitreya, the best of men, will then leave the Tuṣita heavens and go for his last rebirth. As soon as he is born he will walk seven steps forward, and where he puts down his feet a jewel or a lotus will spring up. He will raise his eyes to the ten directions and will speak these words: "This is my last birth. There will be no rebirth after this one. Never will I come back here, but, all pure, I shall win Nirvana."' — Buddhist Scriptures Maitreya currently resides in Tushita, but will come to Jambudvipa when needed most as successor to the historic Śākyamuni Buddha. Maitreya will achieve complete enlightenment during his lifetime, and following this reawakening he will bring back the timeless teaching of dharma to this plane and rediscover enlightenment. The Arya Maitreya Mandala, founded in 1933 by Lama Anagarika Govinda, is based on the idea of Maitreya. Maitreya eschatology forms the central canon of the White Lotus Society, a religious and political movement which emerged in Yuan China. It later branched into the Chinese underground criminal organization known as the Triads, which exist today as an international underground criminal network. [citation needed] Note that no description of Maitreya occurs in any other sutta in the canon, casting doubt as to the authenticity of the scripture. In addition, sermons of the Buddha normally are in response to a question, or in a specific context, but this sutta has a beginning and an ending, and its content is quite different from the others. This has led some to conclude that the whole sutta is apocryphal, or tampered with. In his "Sermon of the Seven Suns" in the Pali Canon, the Buddha describes the ultimate fate of the Earth in an apocalypse characterized by the consequent appearance of seven suns in the sky, each causing progressive ruin until the planet is destroyed: All things are impermanent, all aspects of existence are unstable and non-eternal. Beings will become so weary and disgusted with the constituent things that they will seek emancipation from them more quickly. There will come a season, O monks when, after hundreds of thousands of years, rains will cease. All seedlings, all vegetation, all plants, grasses and trees will dry up and cease to be. ...There comes another season after a great lapse of time when a second sun will appear. Now all brooks and ponds will dry up, vanish, cease to be. — Aňguttara-Nikăya, VII, 6.2 Pali Canon The canon goes on to describe the progressive destruction of each sun. The third sun will dry the Ganges River and other rivers, whilst the fourth will cause the lakes to evaporate; the fifth will dry the oceans. Later: Again after a vast period of time a sixth sun will appear, and it will bake the Earth even as a pot is baked by a potter. All the mountains will reek and send up clouds of smoke. After another great interval a seventh sun will appear and the Earth will blaze with fire until it becomes one mass of flame. The mountains will be consumed, a spark will be carried on the wind and go to the worlds of God. ...Thus, monks, all things will burn, perish and exist no more except those who have seen the path. — Aňguttara-Nikăya, VII, 6.2 Pali Canon The sermon completes with the Earth immersed into an extensive holocaust. The Pali Canon does not indicate when this will happen relative to Maitreya. Norse mythology depicts the end of days as Ragnarök, an Old Norse term translatable as "twilight of the gods". It will be heralded by a devastation known as Fimbulvetr which will seize Midgard in cold and darkness. The sun and moon will disappear from the sky, and poison will fill the air. The dead will rise from the ground and there will be widespread despair. Then there will be a battle between—on the one hand—the Gods with the Æsir, Vanir and Einherjar, led by Odin, and—on the other hand—forces of Chaos, including the fire giants and jötunn, led by Loki. In the fighting Odin will be swallowed whole by his old nemesis Fenrir. The god Freyr fights Surtr but loses. Víðarr, son of Odin, will then avenge his father by ripping Fenrir's jaws apart and stabbing the wolf in the heart with his spear. The serpent Jörmungandr will open its gaping maw and be met in combat by Thor. Thor, also a son of Odin, will defeat the serpent, only to take nine steps afterwards before collapsing in his own death. After this people will flee their homes as the sun blackens and the earth sinks into the sea. The stars will vanish, steam will rise, and flames will touch the heavens. This conflict will result in the deaths of most of the major Gods and forces of Chaos. Finally, Surtr will fling fire across the nine worlds. The ocean will then completely submerge Midgard. After the cataclysm, the world will resurface new and fertile, and the surviving Gods will meet. Baldr, another son of Odin, will be reborn in the new world, according to Völuspá. The two human survivors, Líf and Lífþrasir, will then repopulate this new earth. Egyptian texts typically treat the dissolution of the world as a possibility to be avoided, and for that reason they do not often describe it in detail. However, many texts allude to the idea that the world, after countless cycles of renewal, is destined to end. This end is described in a passage in the Coffin Texts and a more explicit one in the Book of the Dead, in which Atum says that he will one day dissolve the ordered world and return to his primeval, inert state within the waters of chaos. All things other than the creator will cease to exist, except Osiris, who will survive along with him. Details about this eschatological prospect are left unclear, including the fate of the dead who are associated with Osiris. Yet with the creator god and the god of renewal together in the waters that gave rise to the orderly world, there is the potential for a new creation to arise in the same manner as the old. No end times The Taoist faith is not concerned with what came before or after life, knowing only their own being in the Tao. The philosophy is that people come and go, just like mountains, trees and stars, but Tao will go on for time immemorial. Analogies in science and philosophy Researchers in futures studies and transhumanists investigate how the accelerating rate of scientific progress may lead to a "technological singularity" in the future that would profoundly and unpredictably change the course of human history, and result in Homo sapiens no longer being the dominant life form on Earth. Occasionally the term "physical eschatology" is applied to the long-term predictions of astrophysics about the future of Earth and ultimate fate of the universe. In approximately 6 billion years, the Sun will turn into a red giant. Life on Earth will become impossible due to a rise in temperature long before the planet is possibly actually swallowed up by the Sun or left charred. Later, the Sun will become a white dwarf. See also Notes References Sources Further reading External links
========================================
[SOURCE: https://www.fast.ai/posts/2020-03-09-coronavirus.html] | [TOKENS: 5023]
Covid-19, your community, and you - a data science perspective Jeremy Howard and Rachel Thomas March 9, 2020 On this page We are data scientists—that is, our job is to understand how to analyze and interpret data. When we analyze the data around covid-19, we are very concerned. The most vulnerable parts of society, the elderly and the poor, are most at risk, but controlling the spread and impact of the disease requires us all to change our behavior. Wash your hands thoroughly and regularly, avoid groups and crowds, cancel events, and don’t touch your face. In this post, we explain why we are concerned, and you should be too. For an excellent summary of the key information you need to know, read Corona in Brief by Ethan Alley (the president of a non-profit that develops technologies to reduce risks from pandemics). Anyone is welcome to translate this article, to help their local communities understand these issues. Please link back to here with appropriate credit. Let us know on Twitter so we can add your translation to this list. We need a working medical system Just over 2 years ago one of us (Rachel) got a brain infection which kills around 1/4 of people who get it, and leaves 1/3 with permanent cognitive impairment. Many others end up with permanent vision and hearing damage. Rachel was delirious by the time she crawled across the hospital parking lot. She was lucky enough to receive prompt care, diagnosis, and treatment. Up until shortly before this event Rachel was in great health. Having prompt access to the emergency room almost certainly saved her life. Now, let’s talk about covid-19, and what might happen to people in Rachel’s situation in the coming weeks and months. The number of people found to be infected with covid-19 doubles every 3 to 6 days. With a doubling rate of three days, that means the number of people found to be infected can increase 100 times in three weeks (it’s not actually quite this simple, but let’s not get distracted by technical details). One in 10 infected people requires hospitalization for many weeks, and most of these require oxygen. Although it is very early days for this virus, there are already regions where hospitals are entirely overrun, and people are no longer able to get the treatment that they require (not only for covid-19, but also for anything else, such as the life-saving care that Rachel needed). For instance, in Italy, where just a week ago officials were saying that everything was fine, now sixteen million people have been put on lock-down (update: 6 hours after posting this, Italy put the entire country on lock-down), and tents like this are being set up to help handle the influx of patients: Dr. Antonio Pesenti, head of the regional crisis response unit in a hard-hit area of Italy, said, “We’re now being forced to set up intensive care treatment in corridors, in operating theaters, in recovery rooms… One of the best health systems in the world, in Lombardy is a step away from collapse.” This is not like the flu The flu has a death rate of around 0.1% of infections. Marc Lipsitch, the director of the Center for Communicable Disease Dynamics at Harvard, estimates that for covid-19 it is 1-2%. The latest epedemiological modeling found a 1.6% rate in China in February, sixteen times higher than the flu1 (this might be quite a conservative number however, because rates go up a lot when the medical system can’t cope). Current best estimates expect that covid-19 will kill 10 times more people this year than the flu (and modeling by Elena Grewal, former director of data science at Airbnb, shows it could be 100 times more, in the worst case). This is before taking into consideration the huge impact on the medical system, such as that described above. It is understandable that some people are trying to convince themselves that this is nothing new, an illness much like the flu, because it is very uncomfortable to accept the reality that this is not familiar at all. Trying to understand intuitively an exponentially increasing growth in the number of infected people is not something that our brains are designed to handle. So we have to analyze this as scientists, not using our intuition. For each person that has the flu, on average, they infect 1.3 other people. That’s called the “R0” for flu. If R0 is less than 1.0, then an infection stops spreading and dies out. If it’s over 1.0, it spreads. R0 currently is 2-3 for covid-19 outside China. The difference may sound small, but after 20 “generations” of infected people passing on their infection, an R0 of 1.3 would result in 146 infections, but an R0 of 2.5 would result in 36 million infections! (This is, of course, very hand-wavy and ignores many real-world impacts, but it’s a reasonable illustration of the relative difference between covid-19 and flu, all other things being equal). Note that R0 is not some fundamental property of a disease. It depends greatly on the response, and it can change over time2. Most notably, in China R0 for covid-19 has come down greatly, and is now approaching 1.0! How, you ask? By putting in place measures at a scale that would be hard to imagine in a country such as the US—for instance, entirely locking down many giant cities, and developing a testing process that allows more than a million people a week to be tested. One thing which comes up a lot on social media (including from highly-followed accounts such as Elon Musk) is a misunderstanding of the difference between logistic and exponential growth. “Logistic” growth refers to the “s-shaped” growth pattern of epidemic spread in practice. Obviously exponential growth can’t go on forever, since otherwise there would be more people infected than people in the world! Therefore, eventually, infection rates must always decreasing, resulting in an s-shaped (known as sigmoid) growth rate over time. However, the decreasing growth only occurs for a reason–it’s not magic. The main reasons are: Therefore, it makes no logical sense to rely on the logistic growth pattern as a way to “control” a pandemic. Another thing which makes it hard to intuitively understand the impact of covid-19 in your local community is that there is a very significant delay between infection and hospitalization — generally around 11 days. This may not seem like a long time, but when you compare it to the number of people infected during that time, it means that by the time you notice that the hospital beds are full, community infection is already at a level that there will be 5-10 times more people to deal with. Note that there are some early signs that the impact in your local area may be at least somewhat dependent on climate. The paper Temperature and latitude analysis to predict potential spread and seasonality for COVID-19 points out that the disease has so far been spreading in mild climates (unfortunately for us, the temperature range in San Francisco, where we live, is right in that range; it also covers the main population centers of Europe, including London.) “Don’t panic. Keep calm.” is not helpful One common response we’ve seen on social media to people that are pointing out the reasons to be concerned, is “don’t panic” or “keep calm”. This is, to say the least, not helpful. No-one is suggesting that panic is an appropriate response. For some reason, however, “keep calm” is a very popular reaction in certain circles (but not amongst any epidemiologists, whose job it is to track these things). Perhaps “keep calm” helps some people feel better about their own inaction, or makes them feel somehow superior to people who they imagine are running around like a headless chicken. But “keep calm” can easily lead to a failure to prepare and respond. In China, tens of millions were put on lock-down and two new hospitals were built by the time they reached the statistics that the US has now. Italy waited too long, and just today (Sunday March 8) they reported 1492 new cases and 133 new deaths, despite locking down 16 million people. Based on the best information we’re able to ascertain at this stage, just 2-3 weeks ago Italy was in the same position that the US and UK are in today (in terms of infection statistics). Note that nearly everything about covid-19 at this stage is up in the air. We don’t really know it’s infection speed or mortality, we don’t know how long it remains active on surfaces, we don’t know whether it survives and spreads in warm conditions. Everything we have is current best guesses based on the best information people are able to put together. And remember, the vast majority of this information is in China, in Chinese. Currently, the best way to understand the Chinese experience so far is to read the excellent Report of the WHO-China Joint Mission on Coronavirus Disease 2019, based on a joint mission of 25 national and international experts from China, Germany, Japan, Korea, Nigeria, Russia, Singapore, the United States of America and the World Health Organization (WHO). When there’s some uncertainty, that perhaps this won’t be a global pandemic, and perhaps everything just might pass by without the hospital system collapsing, that doesn’t mean that the right response is to do nothing. That would be enormously speculative and not an optimal response under any threat modeling scenario. It also seems extremely unlikely that countries like Italy and China would effectively shut down large parts of their economy for no good reason. It’s also not consistent with the actual impacts we’re seeing on the ground in infected areas, where the medical system is unable to cope (for instance, Italy is using 462 tents for “pre-triage”, and still has to move ICU patients from infected areas). Instead, the thoughtful, reasonable response is to follow the steps that are recommended by experts to avoid spreading infections: It’s not just about you If you are under 50, and do not have risk factors such as a compromised immune system, cardiovascular disease, a history of previous smoking, or other chronic illnesses, then you can have some comfort that covid-19 is unlikely to kill you. But how you respond still matters very much. You still have just as much chance of getting infected, and if you do, just as much chance of infecting others. On average, each infected person is infecting over two more people, and they become infectious before they show symptoms. If you have parents that you care about, or grandparents, and plan to spend time with them, and later discover that you are responsible for infecting them with covid-19, that would be a heavy burden to live with. Even if you are not in contact with people over 50, it is likely that you have more coworkers and acquaintances with chronic illnesses than you realize. Research shows that few people disclose their health conditions in the workplace if they can avoid it, for fear of discrimination. Both of us are in high risk categories, but many people who we interact with regularly may not have known this. And of course, it is not just about the people immediately around you. This is a highly significant ethical issue. Each person who does their best to contribute to controlling the spread of the virus is helping their whole community to slow down the rate of infection. As Zeynep Tufekci wrote in Scientific Amercian: “Preparing for the almost inevitable global spread of this virus… is one of the most pro-social, altruistic things you can do”. She continues: We should prepare, not because we may feel personally at risk, but so that we can help lessen the risk for everyone. We should prepare not because we are facing a doomsday scenario out of our control, but because we can alter every aspect of this risk we face as a society. That’s right, you should prepare because your neighbors need you to prepare—especially your elderly neighbors, your neighbors who work at hospitals, your neighbors with chronic illnesses, and your neighbors who may not have the means or the time to prepare because of lack of resources or time. This has impacted us personally. The biggest and most important course we’ve ever created at fast.ai, which represents the culmination of years of work for us, was scheduled to start at the University of San Francisco in a week. Last Wednesday (March 4), we made the decision to move the whole thing online. We were one of the first large courses to move online. Why did we do it? Because we realized early last week that if we ran this course, we were implicitly encouraging hundreds of people to get together in an enclosed space, multiple times over a multi-week period. Bringing groups together in enclosed spaces is the single worst thing that can be done. We felt ethically obliged to ensure that, at least in this case, this didn’t happen. It was a heart-breaking decision. Our time spent working directly with our students has been one of the great pleasures and most productive periods every year. And we had students planning to fly in from all over the world, who we really didn’t want to let down3. But we knew it was the right thing to do, because otherwise we’d be likely to be increasing the spread of the disease in our community4. We need to flatten the curve This is extremely important, because if we can slow down the rate of infection in a community, then we give hospitals in that community time to deal with both the infected patients, and with the regular patient load that they need to handle. This is described as “flattening the curve”, and is clearly shown in this illustrative chart: Farzad Mostashari, the former National Coordinator for Health IT, explained: “New cases are being identified every day that do not have a travel history or connection to a known case, and we know that these are just the tip of the iceberg because of the delays in testing. That means that in the next two weeks the number of diagnosed cases will explode… Trying to do containment when there is exponential community spread is like focusing on putting out sparks when the house is on fire. When that happens, we need to switch strategies to mitigation–taking protective measures to slow spread & reduce peak impact on healthcare.” If we can keep the spread of disease low enough that our hospitals can handle the load, then people can access treatment. But if the cases come too quickly, then those that need hospitalization won’t get it. Here’s what the math might look like, according to Liz Specht: The US has about 2.8 hospital beds per 1000 people. With a population of 330M, this is ~1M beds. At any given time, 65% of those beds are already occupied. That leaves about 330k beds available nationwide (perhaps a bit fewer this time of year with regular flu season, etc). Let’s trust Italy’s numbers and assume that about 10% of cases are serious enough to require hospitalization. (Keep in mind that for many patients, hospitalization lasts for weeks — in other words, turnover will be very slow as beds fill with COVID19 patients). By this estimate, by about May 8th, all open hospital beds in the US will be filled. (This says nothing, of course, about whether these beds are suitable for isolation of patients with a highly infectious virus.) If we’re wrong by a factor of two regarding the fraction of severe cases, that only changes the timeline of bed saturation by 6 days in either direction. If 20% of cases require hospitalization, we run out of beds by ~May 2nd If only 5% of cases require it, we can make it until ~May 14th. 2.5% gets us to May 20th. This, of course, assumes that there is no uptick in demand for beds from other (non-COVID19) causes, which seems like a dubious assumption. As healthcare system becomes increasingly burdened, Rx shortages, etc, people w/ chronic conditions that are normally well-managed may find themselves slipping into severe states of medical distress requiring intensive care & hospitalization. A community’s reaction makes all the difference As we’ve discussed, this math isn’t a certainty—China has already shown that it’s possible to reduce the spread by taking extreme steps. Another great example of a successful response is Vietnam, where, amongst other things, a nationwide advertising campaign (including a catchy song!) quickly mobilized community response and ensured that people adjusted their behavior appropriately. This is not just a hypothetical situation — it was clearly displayed in the 1918 flu pandemic. In the United States two cities displayed very different reactions to the pandemic: Philadelphia went ahead with a giant parade of 200,000 people to help raise money for the war. But St Louis put in place carefully designed processes to minimize social contacts so as to decrease the spread of the virus, along with cancelling all large events. Here is what the number of deaths looked like in each city, as shown in the Proceedings of the National Academy of Sciences: The situation in Philadelphia became extremely dire, even getting to a point where there were not enough funeral caskets or morgues to handle the huge number of dead from the flu. Richard Besser, who was acting director of the Centers for Disease Control and Prevention during the 2009 H1N1 pandemic, says that in the US “the risk of exposure and the ability to protect oneself and one’s family depends on income, access to health care, and immigration status, among other factors.” He points out that: The elderly and disabled are at particular risk when their daily lives and support systems are disrupted. Those without easy access to health care, including rural and Native communities, might face daunting distances at times of need. People living in close quarters — whether in public housing, nursing homes, jails, shelters or even the homeless on the streets — might suffer in waves, as we have already seen in Washington state. And the vulnerabilities of the low-wage gig economy, with non-salaried workers and precarious work schedules, will be exposed for all to see during this crisis. Ask the 60 percent of the U.S. labor force that is paid hourly how easy it is to take time off in a moment of need. The US Bureau of Labor Statistics shows that less than a third of those in the lowest income band have access to paid sick leave: We don’t have good information in the US One of the big issues in the US is that very little testing is being done, and testing results aren’t being properly shared, which means we don’t know what’s actually happening. Scott Gottlieb, the previous FDA commissioner, explained that in Seattle there has been better testing, and we are seeing infection there: “The reason why we knew early about Seattle outbreak of covid-19 was because of sentinel surveillance work by independent scientists. Such surveillance never got totally underway in other cities. So other U.S. hot spots may not be fully detected yet.” According to The Atlantic, Vice President Mike Pence promised that “roughly 1.5 million tests” would be available this week, but less than 2,000 people have been tested throughout the US at this point. Drawing on work from The COVID Tracking Project, Robinson Meyer and Alexis Madrigal of The Atlantic, said: The figures we gathered suggest that the American response to the covid-19 and the disease it causes, COVID-19, has been shockingly sluggish, especially compared with that of other developed countries. The CDC confirmed eight days ago that the virus was in community transmission in the United States—that it was infecting Americans who had neither traveled abroad nor were in contact with others who had. In South Korea, more than 66,650 people were tested within a week of its first case of community transmission, and it quickly became able to test 10,000 people a day. Part of the problem is that this has become a political issue. In particular, President Donald Trump has made it clear that he wants to see “the numbers” (that as, the number of people infected in the US) kept low. This is an example of where optimizing metrics interferes with getting good results in practice. (For more on this issue, see the Ethics of Data Science paper The Problem with Metrics is a Fundamental Problem for AI). Google’s Head of AI Jeff Dean, tweeted his concern about the problems of politicized disinformation: When I worked at WHO, I was part of the Global Programme on AIDS (now UNAIDS), created to help the world tackle the HIV/AIDS pandemic. The staff there were dedicated doctors and scientists intensely focused on helping address that crisis. In times of crisis, clear and accurate information is vital to helping everyone make proper and informed decisions about how to respond (country, state, and local governments, companies, NGOs, schools, families, and individuals). With the right information and policies in place for listening to the best medical and scientific experts, we will all come through challenges like the ones presented by HIV/AIDS or by COVID-19. With disinformation driven by political interests, there’s a real risk of making things way, way worse by not acting quickly and decisively in the face of a growing pandemic, and by actively encouraging behaviors that will actually spread the disease more quickly. This whole situation is incredibly painful to watch unfold. It doesn’t look like there is the political will to turn things around, when it comes to transparency. Health and Human Services Secretary Alex Azar, according to Wired, “started talking about the tests health care workers use to determine if someone is infected with the new coronavirus. The lack of those kits has meant a dangerous lack of epidemiological information about the spread and severity of the disease in the US, exacerbated by opacity on the part of the government. Azar tried to say that more tests were on the way, pending quality control.” But, they continued: Then Trump cut Azar off. “But I think, importantly, anybody, right now and yesterday, that needs a test gets a test. They’re there, they have the tests, and the tests are beautiful. Anybody that needs a test gets a test,” Trump said. This is untrue. Vice President Pence told reporters Thursday that the US didn’t have enough test kits to meet demand. Other countries are reacting much more quickly and significantly than the US. Many countries in SE Asia are showing great results, including Taiwan, where R0 is down to 0.3 now, and Singapore, which is being proposed as The Model for COVID-19 Response. It’s not just in Asia though; in France, for instance, any gathering of >1000 people is forbidden, and schools are now closed in three districts. In conclusion Covid-19 is a significant societal issue, and we can, and should, all work to decrease the spread of the disease. This means: Note: due to the urgency of getting this out, we haven’t been as careful as we normally like to be about citing and crediting the work we’re relying on. Please let us know if we’ve missed anything. Thanks to Sylvain Gugger and Alexis Gallagher for feedback and comments. Footnotes Epidemiologists are people who study the spread of disease. It turns out that estimating things like mortality and R0 are actually pretty challenging, so there is a whole field that specializes in doing this well. Be wary of people who use simple ratios and statistics to tell you how covid-19 is behaving. Instead, look at modeling done by epidemiologists.↩︎ Well, not technically true. “R0” strictly speaking refers to the infection rate in the absence of response. But since that’s not really ever the thing that we care about, we’ll let ourselves be a bit sloppy on our definitions here.↩︎ Since that decision, we’ve worked hard to find a way to run a virtual course which we hope will be even better than the in-person version would have been. We’ve been able to open it up to anyone in the world, and will be running virtual study and project groups every day.↩︎ We’ve made many other smaller changes to our lifestyle too, including exercising at home instead of going to the gym, moving all our meetings to video-conference, and skipping night events that we’d been looking forward to.↩︎
========================================
[SOURCE: https://en.wikipedia.org/wiki/FastText] | [TOKENS: 109]
Contents fastText fastText is a library for learning of word embeddings and text classification created by Facebook's AI Research (FAIR) lab. The model allows one to create an unsupervised learning or supervised learning algorithm for obtaining vector representations for words. Facebook makes available pretrained models for 294 languages. Several papers describe the techniques used by fastText. The GitHub repository was archived on March 19, 2024. See also References External links This free and open-source software article is a stub. You can help Wikipedia by adding missing information.
========================================
[SOURCE: https://en.wikipedia.org/wiki/Early_access] | [TOKENS: 3916]
Contents Early access Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can play a game in the various pre-release development cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to use those funds to continue further development on the game. Those that pay to participate typically help to debug the game, provide feedback and suggestions, and may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games, and may also be used along with other funding mechanisms, including crowdfunding. Many crowdfunding projects promise to offer access to alpha and/or beta versions of the game as development progresses; however, unlike some of these projects which solicit funds but do not yet have a playable game, all early access games offer an immediately playable version of the unfinished game to players. History Traditionally, game publishers do not release unfinished versions of their products to the public, instead relying on in-house testing non-disclosure agreements. This prevents such versions from becoming the target of software piracy, and limits what information can potentially be shared with competitors. As such, publishers will fund the full development of a game through its completion, but will be less willing to take risks on experimental titles. In some cases, publishers have found ways to allow players to win or buy into access into a game's beta state in a controlled environment. For example, an invitation to the beta version of the multiplayer portion of Halo 3 was bundled with the game Crackdown, contributing to the latter's strong sales. For indie games, which are typically distributed without a publisher, the source of funding for development is not as readily available. Many smaller indie companies use personal funds, while larger ones may get investments from other sources, and more recently crowdfunding programs such as Kickstarter or Patreon have proven viable for both. Another difficulty for indie developers is the means of testing their games prior to release, lacking the resources of a publisher and not obtaining enough feedback prior to release. The concept of early access helps to alleviate both problems. Early access to a game is typically offered when the game is in a playable state but may not be feature-complete, or may still have several software bugs to be found. Often these games are considered at alpha or beta releases, and may be months or years from anticipated completion. Interested players are able to buy into the development of the game, gaining access to the software in the working state, and are encouraged to play and stress-test the software. Their feedback can help the developer tune the game's direction, art, and software mechanics in anticipation of a final release. Once the game is released, the player either continues to have access to the software or is rewarded with a means to obtain the final release of the title and other extras, such as sounds, their name in the game's credits, or other rewards. These players help fund the game to completion, but take a risk that the game may never reach a final release. A further benefit can come from preliminary word-of-mouth of a game in an early access state. As players are typically not limited by confidentiality agreements to participate in early access, these players can provide reviews on social media, or play the game on streaming broadcasts, which subsequently can stimulate interest in the title. One of the best-known early examples of this model is Minecraft. The game's development began in 2009 by Markus Persson initially for web browsers that he developed alongside his full-time job. The alpha-version game proved popular enough that within the month of release, Persson added a means by which players could pay 10 euros (approximately US$15) to access the game, allowing him to continue its development. As sales of the game increased, he was able to quit his job about eight months later to work on the game full-time, founding Mojang to bring on a larger development team. Minecraft continued to offer early access throughout its development period, assuring those that bought into it would receive the final version for free, which happened in November 2011. Prior to this, nearly two million players had purchased into the alpha- and beta-stage releases, with over $33 million raised from these early sales. Minecraft's success led to the early access approach becoming a popular way to publishing indie titles. Approach To help early access, some digital distribution storefronts have provided the sales and distribution mechanisms for developers to use to offer their titles under early access. While these stores take a small fraction of the sales for the service, they also handle complex issues with payments through credit card and services like PayPal, bandwidth for delivering software, redemption of keys for other digital storefronts, and promotion within the storefront. The digital storefront Desura launched an alpha-funding initiative in 2011 to help indie developers promote upcoming titles. Valve added an early access to Steam in March 2013, allowing developers to take advantage of the Steam storefront and the Steamworks API. The storefront GOG.com began an early access program (EAP), "Games in Development" similar to Steam's in January 2016, but staying true to their storefront's philosophy, maintaining digital rights management-free titles and providing more curation to vet the titles using the service. GOG further implemented a 14-day, no-questions-asked refund policy for early access titles, which removes some of the risk for the potential buyer. itch.io introduced its Refinery early-access program in May 2016, which allowed developers to choose from other early-access models, including limited-user alphas and by-invite-only betas. The Humble Bundle group has created a Humble Store that also provides storefront and distribution methods for indie gamers that wish to sell early access to games, and for developers looking to get on Steam, offers the ability to provide Steam redemption keys once these titles are listed at the storefront, while also incorporating a method to allow players to pay or tip the developer in addition to the base cost. Video game console makers have also looked to the success of early access and have created their own similar programs for their consoles' users. Sony Computer Entertainment stated in July 2014 that they considering creating an early access program for independent PlayStation 4 developers following the Steam model, and launched this approach in September 2015 with the game Dungeon Defenders II. Microsoft similarly started the Xbox Game Preview program in June 2015 for those users involved with the dashboard preview of the Xbox One console with plans to expand it fully to all users on both Xbox One and Windows 10; the Xbox Game Preview program differs from other approaches as the early access titles include a free game demo at the current state of development to give players a chance to test the game before buying. This service was launched with the early access titles The Long Dark and Elite Dangerous. Google offers a similar Early Access program for the Google Play store for Android devices, starting in mid-2016. Though most titles that use early access are from independent developers, some AAA developers have used an early access approach to augment their normal development cycles. Codemasters used Steam's Early Access to help develop Dirt Rally; at a point where they had to make a go or no-go decision on whether to proceed with full development of a niche racing title, the company opted to use early access to offer a polished version of the game still in development to meter interest and gain feedback from players, correcting issues that players had had with previous titles in their series. After about a year, Codemasters was confident to proceed to complete the game and producing console versions of it with their publisher alongside the personal computer version. Ubisoft used early access to help complete Tom Clancy's Ghost Recon Phantoms (previously named Ghost Recon Online) after the primary development work was complete, incorporating player response to fine-tune the final game. Early access is often tied in with other means of funding. Games that have used Kickstarter or other crowdfunding mechanisms often include early access to backers, and later allow those that did not participate in the funding to buy into that early access, which helps to provide additional funds for further expansion. The term may also be used in a derogatory way to describe games released to the public at large under the presumption they were completed games, but still required a high degree of patching or updates to resolve large numbers of software bugs or to add features missing at launch, even if this was not the intent of the developer or publisher. Full release games such as No Man's Sky, Mass Effect: Andromeda, and Sea of Thieves have been negatively labeled by critics as "early access" in this manner. For games that expect to be released as free-to-play with in-game monetization, developers and publishers frequently offer a paid-for "founders" package that gives players early access to the game, including in-game currency, special equipment or other items that mark them as founders they can use after the game's full release, and other benefits; further, any progress made during this period is retained when the game leaves early access, giving such players a head start over newer players. This approach has been used for games such as Paragon, Dauntless, and Fortnite: Save the World. Around the late 2010s, major publishers began to use "early access" to describe pre-order or premium version incentives for their titles, though which the purchaser of these versions would get access to the step some days before the full release to regular purchasers. Games such as Mass Effect: Andromeda and Battlefield 2042 were some of the first games to offer these early access periods. In such cases, these early access periods are typically not used for player feedback but to identify last minute software bugs or test server performance before the full release. Similarly, the term "early access" has been used derogatorily to describe major game releases, typically from AAA studios, that are released with large number of bugs or unrefined gameplay with expectations that the game will have one or more updates shortly after release to fix. In such cases, the use of "early access" to describe these games is to reflect the seemingly incomplete game and that players that purchase the game at release are testers for the developer. The "Steam Early Access" release service (run by Valve), makes use of proprietary Steam software for sales and distribution. The program launched on March 20, 2013, and initially made 12 games available. Before the games are released, the developers solicit feedback from Steam Early Access purchasers (who have contributed funds to the game's creation), to provide the needed input. After its release, Valve planned to have titles taken from their Steam Greenlight program added to Steam Early Access, as well as adding titles which have already been accepted through Steam Greenlight. Notable games using early access In addition to Minecraft, the following is a partial list of games that have been considered successful uses of the early access approach: There have been some notable examples of unfinished games of the early access approach. The game Earth: Year 2066 was placed on Steam's early access with numerous promised features, but found by those that purchased the title that the game has numerous programming bugs making it unplayable, that it failed to approach its promises on the product page and used a number of assets from the commercial game engine. Many users, including James Stephanie Sterling of The Escapist, called out on both its developer Killing Day Studios for abusing the early access program and for Valve to remove the title for fraudulently representing gameplay. Valve subsequently removed the title and refunded money, noting that while developers using early access have the right to promote and set the pricing for their games, "Steam does require honesty from developers in the marketing of their games". Another example is the Spacebase DF-9; while the development team from Double Fine had laid out plans for several features and gameplay improvements over time, Double Fine opted to end its full-time development, completing its early access and releasing a final product that while fully playable lacked many of the planned features; the company will continue to fix critical bugs with the game and will include support for user modifications via Steam's Workshop channel but will not create any new content for the game itself, disappointing many players of the game that were looking forwards to these planned features. Shortly after the release of 1.0, twelve employees were laid off including the programmer and project lead JP LeBreton. Later on the Double Fine forums it was announced that there were no further plans for patches and there was no team assigned to the project, leaving Steam Workshop integration in limbo. Double Fine's Tim Schafer stated that they opted for this solution as while DF-9 represented their first experiment with the early access approach, they had reached a point where the amount of money earned from sales of the game in early access were not covering the production costs, and the timeline to reach the planned goals would have been several years down the road. Second Extinction, a first-person shooter that was under development by Systemic Reaction, was released in early access in October 2020. The game was planned to remain in early access until October 2022, when the game was scheduled to be commercially released. After numerous delays, Systemic Reaction cancelled the game's commercial release in October 2023 and subsequently announced that the game's early access servers would shut down in 2024, which would result in the game becoming unplayable. The sandbox game Ashes of Creation began development at Intrepid Studios in 2016 and was the target of a Kickstarter campaign in June 2017 that raised over $3.25 million in funding from 19,000 backers, making it one of the most successful campaigns in the platform's history. On January 22, 2026, one month after the game was released to Steam's early access program, lead developer Steven Sharif addressed rumors of layoffs, stating that nine out of 250 employees had been impacted by "targeted team adjustments" and assuring that the layoffs would not reflect the fate of the game. Sharif would announce his resignation from Intrepid on January 31, citing an internal feud between creative leaders and the studio's board of directors. After layoff notices were sent to all employees of Intrepid Studios in the wake of Sherif's resignation, Ashes of Creation would be removed from sale on Steam on February 2, leaving the game's future in doubt. Reception Video game critics have generally developed policies to avoid doing final, scored reviews for games in early access, instead offering interim commentary on the game. Polygon states they feel that they should provide consumer commentary on any product that is being sold to consumers, but recognize that early access titles are still in-progress works and thus will handle these in a different manner than their normal product reviews. Eurogamer, as part of an updated review policy, will only formally review retail versions of games after their release, though may give initial impressions of games still in early access development. Games still in early access have generally not been considered for the industry's top awards, since they have technically not yet been published yet and received in-depth critical reviews. However, the question of whether early access games can qualify for these awards was raised in 2017 when PlayerUnknown's Battlegrounds was nominated for several awards including Game of the Year for The Game Awards; at the time, Battlegrounds was nearing its first non-early access release, but had yet to officially publish outside it. Gamasutra considered the concept of early access, particularly Steam's approach, as one of the five trends in 2013 that defined the direction that the video game industry was headed. The early access approach has been criticized by some; as noted by Ben Kurchera of Polygon stated that the early access model validates the use of unfinished games as a "valid business strategy". While those that buy into the early access do get an incomplete game to play, test out, and provide input to the developers, these people also run the risk that the game will never be completed or may be a sub-par product. A study using Steam's Early Access as of November 2014 found that only 25% of the titles submitted as early access had made it to a final release form. Sergey Galyonkin, the creator of the Steam Spy tool to estimate sales of games through Steam profiles, identified that contrary to popular belief, early access titles only gain one major sales boost - when the game is first released in early access on Steam - as opposed to having a second sales boost once the game leaves early access. Another concern related to early access is how long the title spends in that state. Most successful titles that have used early access typical remained in early access for about one year before a full release. Some have stayed in an early access state for multiple years, such as Kerbal Space Program and DayZ, and others have remained in a perpetual early access state, like Star Citizen. Consumers do not necessarily have assurance of when the early access period will be done, or if it will ever be considered complete. Due to some early access failures, such as Spacebase DF-9, by 2014 early access has gained a negative connotation, as games do not have the quality assurances of complete titles, and in the case of Steam's Early Access, the lack of curating and testing by Steam to make sure the games are representative of the storefront's description. Some players also worry about the "double dip" effect, in which a game may be promoted twice, first through its introduction on early access, and then on its subsequent full release. In November 2014, Valve updated its early access rules for developers to address concerns that had been raised. Among these include the statement that games on early access should be in a playable alpha or beta state, there are clear expectations of what the final product of the game will be like, and that the developer intends to continue work on the game, and can be financially stable enough to ultimately release a finished product. Since 2014, early access has regained more acceptance as developers better tailor projects for release in this manner, typically by creating sufficient foundation for game to have its planned an entertainment factor and technical stability, and using early access to gradually release additional content and observe and adjust to emergent ideas that come from the early access player base. Other games have been considered by commentators to have used the early access approach well in light of the above concerns, typically bringing near-finished products with frequent and continual content updates and direct interaction between developer and players to improve the product before its final release. Games with roguelike features appear well suited to take advantage of early access, allowing the developers to tweak the procedural generation systems with player feedback. Several titles that have used Steam's Early Access in such a manner include Invisible, Inc., Nuclear Throne, Armello, Broforce, Prison Architect, Darkest Dungeon, Besiege, Infinifactory, Subnautica, and Ark: Survival Evolved. This also helps in combination with early access games that gain popularity through streaming channels, as the developers not only get increased awareness of the game but can gain direct feedback from the streamer and their audience on game balance and improvement, such as reported by the developers for Hades, Slay the Spire, and Risk of Rain 2. See also References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Microsoft_Windows] | [TOKENS: 6944]
Contents Microsoft Windows Windows is a proprietary graphical operating system developed and marketed by Microsoft. Windows is grouped into families that cater to particular sectors of the computing industry – Windows for personal computers, Windows Server for servers, and Windows IoT for embedded systems. Windows itself is further grouped into editions that cater to different users – Home for home users, Professional for advanced users, Education for schools, and Enterprise for corporations. Windows is sold both as a consumer retail product and to computer manufacturers, who bundle and distribute it with their systems. The first version of Windows, Windows 1.0, was released on November 20, 1985 as a graphical operating system shell for MS-DOS in response to growing interest in graphical user interfaces (GUIs). The name Windows is a reference to the windowing system in GUIs. The 1990 release of Windows 3.0 catapulted its market success and led to the launch of various other product families, including the (now-defunct) Windows Mobile, Windows Phone, and Windows CE/Embedded Compact. Windows is the most popular desktop operating system in the world, with a 80% market share as of February 2026[update], and the second-most popular operating system overall, behind Android. As of August 2025, Windows 11 is the most used desktop version of Windows, with a market share of 53%. Product line All members of the Windows product family are, as of 2026[update], based on Windows NT. The first version of Windows in that product line, Windows NT 3.1, was intended for server computing and corporate workstations. It now consists of four sub-families that tend to be released almost simultaneously and share the same kernel. These top-level Windows families are no longer actively developed: History The term Windows collectively describes any or all of several generations of Microsoft operating system products. These products are generally categorized as follows: The history of Windows dates back to 1981 when Microsoft started work on a program called "Interface Manager". The name "Windows" comes from the fact that the system was one of the first to use graphical boxes to represent programs; in the industry, at the time, these were called "windows" and the underlying software was called "windowing software." It was announced in November 1983 (after the Apple Lisa, but before the Macintosh) under the name "Windows", but Windows 1.0 was not released until November 1985. Windows 1.0 was to compete with Apple's operating system, but achieved little popularity. Windows 1.0 is not a complete operating system; rather, it extends MS-DOS. The shell of Windows 1.0 is a program known as the MS-DOS Executive. Components included Calculator, Calendar, Cardfile, Clipboard Viewer, Clock, Control Panel, Notepad, Paint, Reversi, Terminal and Write. Windows 1.0 does not allow overlapping windows. Instead, all windows are tiled. Only modal dialog boxes may appear over other windows. Microsoft sold as included Windows Development libraries with the C development environment, which included numerous windows samples. Windows 2.0 was released in December 1987, and was more popular than its predecessor. It features several improvements to the user interface and memory management. Windows 2.03 changed the OS from tiled windows to overlapping windows. The result of this change led to Apple Computer filing a suit against Microsoft alleging infringement on Apple's copyrights (eventually settled in court in Microsoft's favor in 1993). Windows 2.0 also introduced more sophisticated keyboard shortcuts and could make use of expanded memory. Windows 2.1 was released in two different versions: Windows/286 and Windows/386. Windows/386 uses the virtual 8086 mode of the Intel 80386 to multitask several DOS programs and the paged memory model to emulate expanded memory using available extended memory. Windows/286, in spite of its name, runs on both Intel 8086 and Intel 80286 processors. It runs in real mode but can make use of the high memory area. In addition to full Windows packages, there were runtime-only versions that shipped with early Windows software from third parties and made it possible to run their Windows software on MS-DOS and without the full Windows feature set. The early versions of Windows are often thought of as graphical shells, mostly because they ran on top of MS-DOS and used it for file system services. However, even the earliest Windows versions already assumed many typical operating system functions; notably, having their own executable file format and providing their own device drivers (timer, graphics, printer, mouse, keyboard and sound). Unlike MS-DOS, Windows allowed users to execute multiple graphical applications at the same time, through cooperative multitasking. Windows implemented an elaborate, segment-based, software virtual memory scheme, which allowed it to run applications larger than available memory: code segments and resources were swapped in and thrown away when memory became scarce; data segments moved in memory when a given application had relinquished processor control. Windows 3.0, released in 1990, improved the design, mostly because of virtual memory and loadable virtual device drivers (VxDs) that allow Windows to share arbitrary devices between multi-tasked DOS applications.[citation needed] Windows 3.0 applications can run in protected mode, which gives them access to several megabytes of memory without the obligation to participate in the software virtual memory scheme. They run inside the same address space, where the segmented memory provides a degree of protection. Windows 3.0 also featured improvements to the user interface. Microsoft rewrote critical operations from C into assembly. Windows 3.0 was the first version of Windows to achieve broad commercial success, selling 2 million copies in the first six months. Windows 3.1, made generally available on March 1, 1992, featured a facelift. In October 1992, Windows for Workgroups, a special version with integrated peer-to-peer networking features, was released. It was sold along with Windows 3.1. Support for Windows 3.1 ended on December 31, 2001. Windows 3.2, released in 1994, is an updated version of the Chinese version of Windows 3.1. The update was limited to this language version, as it fixed only issues related to the complex writing system of the Chinese language. Windows 3.2 was generally sold by computer manufacturers with a ten-disk version of MS-DOS that also had Simplified Chinese characters in basic output and some translated utilities.[citation needed] The next major consumer-oriented release of Windows, Windows 95, was released on August 24, 1995. While still remaining MS-DOS-based, Windows 95 introduced support for native 32-bit applications, plug and play hardware, preemptive multitasking, long file names of up to 255 characters, and provided increased stability over its predecessors. Windows 95 also introduced a redesigned, object oriented user interface, replacing the previous Program Manager with the Start menu, taskbar, and Windows Explorer shell. Windows 95 was a major commercial success for Microsoft; Ina Fried of CNET remarked that "by the time Windows 95 was finally ushered off the market in 2001, it had become a fixture on computer desktops around the world." Microsoft published four OEM Service Releases (OSR) of Windows 95, each of which was roughly equivalent to a service pack. The first OSR of Windows 95 was also the first version of Windows to be bundled with Microsoft's web browser, Internet Explorer. Mainstream support for Windows 95 ended on December 31, 2000, and extended support for Windows 95 ended on December 31, 2001. Windows 95 was followed up with the release of Windows 98 on June 25, 1998, which introduced the Windows Driver Model, support for USB composite devices, support for ACPI, hibernation, and support for multi-monitor configurations. Windows 98 also included integration with Internet Explorer 4 through Active Desktop and other aspects of the Windows Desktop Update (a series of enhancements to the Explorer shell which was also made available for Windows 95). In June 1999, Microsoft released Windows 98 Second Edition, an updated version of Windows 98. Windows 98 SE added Internet Explorer 5.0 and Windows Media Player 6.2 amongst other upgrades. Mainstream support for Windows 98 ended on June 30, 2002, and extended support for Windows 98 ended on July 11, 2006. On September 14, 2000, Microsoft released Windows Me (Millennium Edition), the last DOS-based version of Windows. Windows Me incorporated visual interface enhancements from its Windows NT-based counterpart Windows 2000, had faster boot times than previous versions (which however, required the removal of the ability to access a real mode DOS environment, removing compatibility with some older programs), expanded multimedia functionality (including Windows Media Player 7, Windows Movie Maker, and the Windows Image Acquisition framework for retrieving images from scanners and digital cameras), additional system utilities such as System File Protection and System Restore, and updated home networking tools. However, Windows Me was faced with criticism for its speed and instability, along with hardware compatibility issues and its removal of real mode DOS support. PC World considered Windows Me to be one of the worst operating systems Microsoft had ever released, and the fourth worst tech product of all time. In November 1988, a new development team within Microsoft (which included former Digital Equipment Corporation developers Dave Cutler and Mark Lucovsky) began work on a revamped version of IBM and Microsoft's OS/2 operating system known as "NT OS/2". NT OS/2 was intended to be a secure, multi-user operating system with POSIX compatibility and a modular, portable kernel with preemptive multitasking and support for multiple processor architectures. However, following the successful release of Windows 3.0, the NT development team decided to rework the project to use an extended 32-bit port of the Windows API known as Win32 instead of those of OS/2. Win32 maintained a similar structure to the Windows APIs (allowing existing Windows applications to easily be ported to the platform), but also supported the capabilities of the existing NT kernel. Following its approval by Microsoft's staff, development continued on what was now Windows NT, the first 32-bit version of Windows. However, IBM objected to the changes, and ultimately continued OS/2 development on its own. Windows NT was the first Windows operating system based on a hybrid kernel. The hybrid kernel was designed as a modified microkernel, influenced by the Mach microkernel developed by Richard Rashid at Carnegie Mellon University, but without meeting all of the criteria of a pure microkernel. The first release of the resulting operating system, Windows NT 3.1 (named to associate it with Windows 3.1) was released in July 1993, with versions for desktop workstations and servers. Windows NT 3.5 was released in September 1994, focusing on performance improvements and support for Novell's NetWare, and was followed up by Windows NT 3.51 in May 1995, which included additional improvements and support for the PowerPC architecture. Windows NT 4.0 was released in June 1996, introducing the redesigned interface of Windows 95 to the NT series. On February 17, 2000, Microsoft released Windows 2000, a successor to NT 4.0. The Windows NT name was dropped at this point in order to put a greater focus on the Windows brand. The next major version of Windows NT, Windows XP, was released to manufacturing (RTM) on August 24, 2001, and to the general public on October 25, 2001. The introduction of Windows XP aimed to unify the consumer-oriented Windows 9x series with the architecture introduced by Windows NT, a change which Microsoft promised would provide better performance over its DOS-based predecessors. Windows XP would also introduce a redesigned user interface (including an updated Start menu and a "task-oriented" Windows Explorer), streamlined multimedia and networking features, Internet Explorer 6, integration with Microsoft's .NET Passport services, a "compatibility mode" to help provide backwards compatibility with software designed for previous versions of Windows, and Remote Assistance functionality. At retail, Windows XP was marketed in two main editions: the "Home" edition was targeted towards consumers, while the "Professional" edition was targeted towards business environments and power users, and included additional security and networking features. Home and Professional were later accompanied by the "Media Center" edition (designed for home theater PCs, with an emphasis on support for DVD playback, TV tuner cards, DVR functionality, and remote controls), and the "Tablet PC" edition (designed for mobile devices meeting its specifications for a tablet computer, with support for stylus pen input and additional pen-enabled applications). Mainstream support for Windows XP ended on April 14, 2009. Extended support ended on April 8, 2014. After Windows 2000, Microsoft also changed its release schedules for server operating systems; the server counterpart of Windows XP, Windows Server 2003, was released in April 2003. It was followed in March 2006, by Windows Server 2003 R2. After a lengthy development process, Windows Vista was released on November 30, 2006, for volume licensing and January 30, 2007, for consumers. It contained a number of new features, from a redesigned shell and user interface to significant technical changes, with a particular focus on security features. It was available in a number of different editions, and has been subject to some criticism, such as drop of performance, longer boot time, criticism of new UAC, and stricter license agreement. Vista's server counterpart, Windows Server 2008 was released in early 2008. On July 22, 2009, Windows 7 and Windows Server 2008 R2 were released to manufacturing (RTM) and released to the public three months later on October 22, 2009. Unlike its predecessor, Windows Vista, which introduced a large number of new features, Windows 7 was intended to be a more focused, incremental upgrade to the Windows line, with the goal of being compatible with applications and hardware with which Windows Vista was already compatible. Windows 7 has multi-touch support, a redesigned Windows shell with an updated taskbar with revealable jump lists that contain shortcuts to files frequently used with specific applications and shortcuts to tasks within the application, a home networking system called HomeGroup, and performance improvements. Windows 8, the successor to Windows 7, was released generally on October 26, 2012. A number of significant changes were made on Windows 8, including the introduction of a user interface based around Microsoft's Metro design language with optimizations for touch-based devices such as tablets and all-in-one PCs. These changes include the Start screen, which uses large tiles that are more convenient for touch interactions and allow for the display of continually updated information, and a new class of apps which are designed primarily for use on touch-based devices. The new Windows version required a minimum resolution of 1024×768 pixels, effectively making it unfit for netbooks with 800×600-pixel screens. Other changes include increased integration with cloud services and other online platforms (such as social networks and Microsoft's own OneDrive (formerly SkyDrive) and Xbox Live services), the Windows Store service for software distribution, and a new variant known as Windows RT for use on devices that utilize the ARM architecture, and a new keyboard shortcut for screenshots. An update to Windows 8, called Windows 8.1, was released on October 17, 2013, and includes features such as new live tile sizes, deeper OneDrive integration, and many other revisions. Windows 8 and Windows 8.1 have been subject to some criticism, such as the removal of the Start menu. On September 30, 2014, Microsoft announced Windows 10 as the successor to Windows 8.1. It was released on July 29, 2015, and addresses shortcomings in the user interface first introduced with Windows 8. Changes on PC include the return of the Start Menu, a virtual desktop system, and the ability to run Windows Store apps within windows on the desktop rather than in full-screen mode. Windows 10 is said to be available to update from qualified Windows 7 with SP1, Windows 8.1 and Windows Phone 8.1 devices from the Get Windows 10 Application (for Windows 7, Windows 8.1) or Windows Update (Windows 7). In February 2017, Microsoft announced the migration of its Windows source code repository from Perforce to Git. This migration involved 3.5 million separate files in a 300-gigabyte repository. By May 2017, 90 percent of its engineering team was using Git, in about 8500 commits and 1760 Windows builds per day. In June 2021, shortly before Microsoft's announcement of Windows 11, Microsoft updated their lifecycle policy pages for Windows 10, revealing that support for their last release of Windows 10 will end on October 14, 2025. On April 27, 2023, Microsoft announced that version 22H2 would be the last of Windows 10. On June 24, 2021, Windows 11 was announced as the successor to Windows 10 during a livestream. The new operating system was designed to be more user-friendly and understandable. It was released on October 5, 2021. As of May 2022,[update] Windows 11 is a free upgrade to Windows 10 users who meet the system requirements. In July 2021, Microsoft announced it will start selling subscriptions to virtualized Windows desktops as part of a new Windows 365 service in the following month. The new service will allow for cross-platform usage, aiming to make the operating system available for both Apple and Android users. It is a separate service and offers several variations including Windows 365 Frontline, Windows 365 Boot, and the Windows 365 app. The subscription service will be accessible through any operating system with a web browser. The new service is an attempt at capitalizing on the growing trend, fostered during the COVID-19 pandemic, for businesses to adopt a hybrid remote work environment, in which "employees split their time between the office and home". As the service will be accessible through web browsers, Microsoft will be able to bypass the need to publish the service through Google Play or the Apple App Store. Microsoft announced Windows 365 availability to business and enterprise customers on August 2, 2021. Multilingual support has been built into Windows since Windows 3.0. The language for both the keyboard and the interface can be changed through the Region and Language Control Panel. Components for all supported input languages, such as Input Method Editors, are automatically installed during Windows installation (in Windows XP and earlier, files for East Asian languages, such as Chinese, and files for right-to-left scripts, such as Arabic, may need to be installed separately, also from the said Control Panel). Third-party IMEs may also be installed if a user feels that the provided one is insufficient for their needs. Since Windows 2000, English editions of Windows NT have East Asian IMEs (such as Microsoft Pinyin IME and Microsoft Japanese IME) bundled, but files for East Asian languages may be manually installed on Control Panel. Interface languages for the operating system are free for download, but some languages are limited to certain editions of Windows. Language Interface Packs (LIPs) are redistributable and may be downloaded from Microsoft's Download Center and installed for any edition of Windows (XP or later) – they translate most, but not all, of the Windows interface, and require a certain base language (the language which Windows originally shipped with). This is used for most languages in emerging markets. Full Language Packs, which translate the complete operating system, are only available for specific editions of Windows (Ultimate and Enterprise editions of Windows Vista and 7, and all editions of Windows 8, 8.1 and RT except Single Language). They do not require a specific base language and are commonly used for more popular languages such as French or Chinese. These languages cannot be downloaded through the Download Center, but are available as optional updates through the Windows Update service (except Windows 8). The interface language of installed applications is not affected by changes in the Windows interface language. The availability of languages depends on the application developers themselves. Windows 8 and Windows Server 2012 introduce a new Language Control Panel where both the interface and input languages can be simultaneously changed, and language packs, regardless of type, can be downloaded from a central location. The PC Settings app in Windows 8.1 and Windows Server 2012 R2 also includes a counterpart settings page for this. Changing the interface language also changes the language of preinstalled Windows Store apps (such as Mail, Maps and News) and certain other Microsoft-developed apps (such as Remote Desktop). The above limitations for language packs are however still in effect, except that full language packs can be installed for any edition except Single Language, which caters to emerging markets. Windows NT included support for several platforms before the x86-based personal computer became dominant in the professional world. Windows NT 4.0 and its predecessors supported PowerPC, DEC Alpha and MIPS R4000 (although some of the platforms implement 64-bit computing, the OS treated them as 32-bit). Windows 2000 dropped support for all platforms, except the third generation x86 (known as IA-32) or newer in 32-bit mode. The client line of the Windows NT family still ran on IA-32 up to Windows 10 (the server line of the Windows NT family still ran on IA-32 up to Windows Server 2008). With the introduction of the Intel Itanium architecture (IA-64), Microsoft released new versions of Windows to support it. Itanium versions of Windows XP and Windows Server 2003 were released at the same time as their mainstream x86 counterparts. Windows XP 64-Bit Edition (Version 2003), released in 2003, is the last Windows client operating system to support Itanium. Windows Server line continues to support this platform until Windows Server 2012; Windows Server 2008 R2 is the last Windows operating system to support Itanium architecture. On April 25, 2005, Microsoft released Windows XP Professional x64 Edition and Windows Server 2003 x64 editions to support x86-64 (or simply x64), the 64-bit version of x86 architecture. Windows Vista was the first client version of Windows NT to be released simultaneously in IA-32 and x64 editions. As of 2024, x64 is still supported. An edition of Windows 8 known as Windows RT was specifically created for computers with ARM architecture, and while ARM is still used for Windows smartphones with Windows 10, tablets with Windows RT will not be updated. Starting from Windows 10 Fall Creators Update (version 1709) and later includes support for ARM-based PCs. Windows CE (officially known as Windows Embedded Compact), is an edition of Windows that runs on minimalistic computers, like satellite navigation systems and some mobile phones. Windows Embedded Compact is based on its own dedicated kernel, dubbed Windows CE kernel. Microsoft licenses Windows CE to OEMs and device makers. The OEMs and device makers can modify and create their own user interfaces and experiences, while Windows CE provides the technical foundation to do so. Windows CE was used in the Dreamcast along with Sega's own proprietary OS for the console. Windows CE was the core from which Windows Mobile was derived. Its successor, Windows Phone 7, was based on components from both Windows CE 6.0 R3 and Windows CE 7.0. Windows Phone 8 however, is based on the same NT-kernel as Windows 8. Windows Embedded Compact is not to be confused with Windows XP Embedded or Windows NT 4.0 Embedded, modular editions of Windows based on Windows NT kernel. Xbox OS is an unofficial name given to the version of Windows that runs on Xbox consoles. From Xbox One onwards it is an implementation with an emphasis on virtualization (using Hyper-V) as it is three operating systems running at once, consisting of the core operating system, a second implemented for games and a more Windows-like environment for applications. Microsoft updates Xbox One's OS every month, and these updates can be downloaded from the Xbox Live service to the Xbox and subsequently installed, or by using offline recovery images downloaded via a PC. It was originally based on NT 6.2 (Windows 8) kernel, and the latest version runs on an NT 10.0 base. This system is sometimes referred to as "Windows 10 on Xbox One". Xbox One and Xbox Series operating systems also allow limited (due to licensing restrictions and testing resources) backward compatibility with previous generation hardware, and the Xbox 360's system is backwards compatible with the original Xbox. Version control system Up to and including every version before Windows 2000, Microsoft used an in-house version control system named Source Library Manager (SLM). Shortly after Windows 2000 was released, Microsoft switched to a fork of Perforce named Source Depot. This system was used up until 2017 once the system could not keep up with the size of Windows.[citation needed] Microsoft had begun to integrate Git into Team Foundation Server in 2013, but Windows (and Office) continued to rely on Source Depot. The Windows code was divided among 65 different repositories with a kind of virtualization layer to produce unified view of all of the code.[citation needed] In 2017 Microsoft announced that it would start using Git, an open source version control system created by Linus Torvalds, and in May 2017 they reported that the migration into a new Git repository was complete. Each Git repository contains a complete history of all the files, which tends to be very large for Windows. Microsoft has been working on a new project called the Virtual File System for Git (VFSForGit) to address these challenges. In 2021 the VFS for Git was superseded by Scalar. Timeline of releases Usage share and device sales Version market share As a percentage of desktop and laptop systems using Microsoft Windows, according to StatCounter data as of February 2026: Use of Windows 10 has exceeded Windows 7 globally since early 2018. For desktop and laptop computers, according to Net Applications and StatCounter (which track the use of operating systems in devices that are active on the Web), Windows was the most used operating-system family in August 2021, with around 91% usage share according to Net Applications and around 76% usage share according to StatCounter. Including personal computers of all kinds (e.g., desktops, laptops, mobile devices, and game consoles), Windows OSes accounted for 32.67% of usage share in August 2021, compared to Android (highest, at 46.03%), iOS's 13.76%, iPadOS's 2.81%, and macOS's 2.51%, according to Net Applications and 30.73% of usage share in August 2021, compared to Android (highest, at 42.56%), iOS/iPadOS's 16.53%, and macOS's 6.51%, according to StatCounter. Those statistics do not include servers (including cloud computing, where Linux has significantly more market share than Windows) as Net Applications and StatCounter use web browsing as a proxy for all use. Security Early versions of Windows were designed at a time when malware and networking were less common, and had few built-in security features; they did not provide access privileges to allow a user to prevent other users from accessing their files, and they did not provide memory protection to prevent one process from reading or writing another process's address space or to prevent a process from code or data used by privileged-mode code. While the Windows 9x series offered the option of having profiles for multiple users with separate profiles and home folders, it had no concept of access privileges, allowing any user to edit others' files. In addition, while it ran separate 32-bit applications in separate address spaces, protecting an application's code and data from being read or written by another application, it did not protect the first megabyte of memory from userland applications for compatibility reasons. This area of memory contains code critical to the functioning of the operating system, and by writing into this area of memory an application can crash or freeze the operating system. This was a source of instability as faulty applications could accidentally write into this region, potentially corrupting important operating system memory, which usually resulted in some form of system error and halt. Windows NT was far more secure, implementing access privileges and full memory protection, and, while 32-bit programs meeting the DoD's C2 security rating, yet these advantages were nullified[improper synthesis?] by the fact that, prior to Windows Vista, the default user account created during the setup process was an administrator account; the user, and any program the user launched, had full access to the machine. Though Windows XP did offer an option of turning administrator accounts into limited accounts, the majority of home users did not do so, partially due to the number of programs which required administrator rights to function properly. As a result, most home users still ran as administrator all the time. These architectural flaws, combined with Windows's very high popularity, made Windows a frequent target of computer worm and virus writers. Furthermore, although Windows NT and its successors are designed for security (including on a network) and multi-user PCs, they were not initially designed with Internet security in mind as much, since, when it was first developed in the early 1990s, Internet use was less prevalent. In a 2002 strategy memo entitled "Trustworthy computing" sent to every Microsoft employee, Bill Gates declared that security should become Microsoft's highest priority. Windows Vista introduced a privilege elevation system called User Account Control. When logging in as a standard user, a logon session is created and a token containing only the most basic privileges is assigned. In this way, the new logon session is incapable of making changes that would affect the entire system. When logging in as a user in the Administrators group, two separate tokens are assigned. The first token contains all privileges typically awarded to an administrator, and the second is a restricted token similar to what a standard user would receive. User applications, including the Windows shell, are then started with the restricted token, resulting in a reduced privilege environment even under an Administrator account. When an application requests higher privileges or "Run as administrator" is clicked, UAC will prompt for confirmation and, if consent is given (including administrator credentials if the account requesting the elevation is not a member of the administrators group), start the process using the unrestricted token. Leaked documents from 2013 to 2016 codenamed Vault 7 detail the capabilities of the CIA to perform electronic surveillance and cyber warfare, such as the ability to compromise operating systems such as Windows. In August 2019, computer experts reported that the BlueKeep security vulnerability, CVE-2019-0708, that potentially affects older unpatched Windows versions via the program's Remote Desktop Protocol, allowing for the possibility of remote code execution, may include related flaws, collectively named DejaBlue, affecting newer Windows versions (i.e., Windows 7 and all recent versions) as well. In addition, experts reported a Microsoft security vulnerability, CVE-2019-1162, based on legacy code involving Microsoft CTF and ctfmon (ctfmon.exe), that affects all Windows versions from Windows XP to the then most recent Windows 10 versions; a patch to correct the flaw is available. Microsoft releases security patches through its Windows Update service approximately once a month (usually the second Tuesday of the month), although critical updates are made available at shorter intervals when necessary. Versions subsequent to Windows 2000 SP3 and Windows XP implemented automatic download and installation of updates, substantially increasing the number of users installing security updates. Windows integrates the Windows Defender antivirus, which is seen as one of the best available. Windows also implements Secure Boot, Control Flow Guard, ransomware protection, BitLocker disk encryption, a firewall, and Windows SmartScreen. In July 2024, Microsoft signalled an intention to limit kernel access and improve overall security, following a highly publicised CrowdStrike update that caused 8.5 million Windows PCs to crash. Part of that initiative is to rewrite parts of Windows in Rust, a memory-safe language. All Windows versions from Windows NT 3 have been based on a file system permission system referred to as AGDLP (Accounts, Global, Domain Local, Permissions) in which file permissions are applied to the file/folder in the form of a 'local group' which then has other 'global groups' as members. These global groups then hold other groups or users depending on different Windows versions used. This system varies from other vendor products such as Linux and NetWare due to the 'static' allocation of permission being applied directly to the file or folder. However using this process of AGLP/AGDLP/AGUDLP allows a small number of static permissions to be applied and allows for easy changes to the account groups without reapplying the file permissions on the files and folders.[citation needed] Alternative implementations Owing to the operating system's popularity, a number of applications have been released that aim to provide compatibility with Windows applications, either as a compatibility layer for another operating system, or as a standalone system that can run software written for Windows out of the box. These include: See also References External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Honorware] | [TOKENS: 770]
Contents Honor system An honor system, trust system or honesty system is a way of running a variety of endeavors based on trust, honor, and honesty. The honor system is also a system granting freedom from customary surveillance (as to students or prisoners) with the understanding that those who are so freed will be bound by their honor to observe regulations (e.g. prison farms may be operated under the honor system), and will therefore not abuse the trust placed in them. Examples The first honor system in America was created at the College of William & Mary in 1779. In some colleges, the honor system is used to administer tests unsupervised. Students are generally asked to sign an honor code statement that says they will not cheat or use unauthorized resources when taking tests. As an example, at Vanderbilt University students taking examinations are required to sign and include the following pledge: “I pledge on my honor that have neither given nor received unauthorized aid on this examination”. Any student caught in violation of the Honor Code is referred to the Honor Council which investigates and determines the appropriate action, which can range from failing the course to expulsion from the university. At the University of Virginia a student taking an examination is also required to sign a pledge not to give or receive aid and there is one penalty for transgression of the honor code, dismissal from the university. Texas A&M also has an Honor System which states, Aggies do not lie, cheat or steal or tolerate those who do. Any student that does not follow the code is remanded to the Honor council so they can determine the severity of the case and how the student should be punished or if expulsion is necessary. The students at the University of North Carolina at Chapel Hill also maintain a student-run honor system. Students maintain the integrity of the university by pledging not to cheat, steal or lie. Unlike the University of Virginia, the honor system at Chapel Hill allows for different sanctions, ranging from probation to expulsion. A single-sanction Honor Code exists at the Virginia Military Institute, where a "drum out" ceremony is still carried out upon a cadet's dismissal. Some private universities are run by or associated with religious organizations and their honor code reflect that association. At Brigham Young University students commit to the Church Educational System Honor Code which unlike other honor codes has restrictions placed on how students should engage in sexual and romantic relationships and that students and employees should attend religious services. Unproctored exams were found to lead to higher undetected cheating rates than proctored exams. Some supermarket chains allow customers to scan their own groceries with handheld barcode readers while placing them in their own carts (see self-checkout). Customers can be randomly audited. While the system gives customers the ability to place groceries in their bags without paying, participating supermarkets have reported that this experimental system has not increased the amount of shoplifting. In some countries, farmers leave bags of produce beside the road outside their houses with prices affixed. Passers-by pay by leaving cash in a container. In Ireland, New Zealand, Australia and the United Kingdom this is called the honesty box system. In other countries, small unmanned stores are run, where customers are able to enter, obtain what they need, and pay the bill in a secure container. During the COVID-19 pandemic, as many people have received their vaccines, the Centers for Disease Control and Prevention issued guidance that fully-vaccinated people no longer had to wear face masks. Many places relied on an honor system to trust that people who were not vaccinated continued to wear face masks. Various public transport systems are ungated and operate on an enforced honor system. Random inspections are made but there is no systematic means of ensuring that everyone has paid. If a revenue protection inspector finds a person indeed lacks the proper ticket, the passenger gets a penalty fare. See also References Bibliography
========================================
[SOURCE: https://en.wikipedia.org/wiki/Dogecoin] | [TOKENS: 3523]
Contents Dogecoin Dogecoin (/ˈdoʊ(d)ʒkɔɪn/ DOHJ-koyn or DOHZH-koyn, Abbreviation: DOGE; sign: Ð) is a cryptocurrency created by software engineers Billy Markus and Jackson Palmer, who decided to create a payment system as a joke, making fun of the wild speculation in cryptocurrencies at the time. It is considered both the first "meme coin", and more specifically the first "dog coin". Despite its satirical nature, some consider it a legitimate investment prospect. Dogecoin features the face of Kabosu from the "doge" meme as its logo and namesake. It was introduced on December 6, 2013, and quickly developed its own online community, reaching a peak market capitalization of over US$85 billion[a] on May 5, 2021. As of 2021, it is the sleeve sponsor[b] of Watford Football Club. Dogecoin.com promotes the currency as the "fun and friendly Internet currency", referring to its origins as a "joke". Software engineers Markus and Palmer launched the satirical cryptocurrency as a way to make fun of Bitcoin and the many other cryptocurrencies boasting grand plans to take over the world. Dogecoin quickly gained traction, particularly on social platforms like Reddit. Within two weeks of launch, it had established a dedicated blog and forum and its market value reached $8 million, once jumping to become the seventh largest electronic currency in the world. History Originally formed as a joke, Dogecoin was created by IBM software engineer Billy Markus and Adobe software engineer Jackson Palmer. They wanted to create a peer-to-peer digital currency that could reach a broader demographic than Bitcoin. In addition, they wanted to distance it from the controversial history of other coins. Dogecoin was officially launched on December 6, 2013, and within the first 30 days, there were over 1 million visitors to Dogecoin.com. Palmer is credited with making the idea a reality. At the time, he was a member of the Adobe marketing department in Sydney, Australia, while Markus was a senior software engineer at IBM in Portland, Oregon. Palmer had purchased the domain Dogecoin.com and added a splash screen, which featured the coin's logo and scattered Comic Sans text. Markus reached out to Palmer after seeing the site, and started efforts to develop the currency. Markus designed Dogecoin's protocol based on existing cryptocurrencies Luckycoin and Litecoin, which use scrypt technology in their proof-of-work algorithm. The use of scrypt means that miners cannot use SHA-256 bitcoin mining equipment, and instead must use dedicated field-programmable gate array and application-specific integrated circuit devices for mining which are known to be more complex to produce. On December 19, 2013, Dogecoin jumped nearly 300% in value in 72 hours, rising from $0.00026 to $0.00095, with a volume of billions of Dogecoins traded per day. This growth occurred during a time when Bitcoin and many other cryptocurrencies were reeling from China's decision to forbid Chinese banks from investing in the Bitcoin economy. Three days later, Dogecoin experienced its first major crash when its price dropped by 80% due to this event and to large mining pools exploiting the small amount of computing power required at the time to mine Dogecoin. On December 25, 2013, the first major theft of Dogecoin occurred when millions of coins were stolen during a hack on the online cryptocurrency wallet platform Dogewallet. According to the platform's management, the hacker, having gained access to the platform, redirected all transactions to a single wallet address. This hacking incident spiked tweets about Dogecoin, making it the most mentioned altcoin on Twitter at the time, although it was in reference to a negative event. To help those who lost funds on Dogewallet after its breach, the Dogecoin community started an initiative named "SaveDogemas" to help donate coins to those who had them stolen. Approximately one month later, enough money was donated to cover all of the coins that were stolen. In January 2014, the trading volume of Dogecoin briefly surpassed that of all other cryptocurrencies combined. However, its market capitalization remained substantially behind that of Bitcoin. Initially, Dogecoin featured a randomized reward that is received for each mining block. However, in March 2014, this behaviour was updated to a static block reward. Co-founder Jackson Palmer left the cryptocurrency community in 2015 and has no plans to return, having come to the belief that cryptocurrency, originally conceived as a libertarian alternative to money, is fundamentally exploitative and built to enrich its top proponents. His co-founder, Billy Markus, agreed that Palmer's position was generally valid. During the 2017 to early 2018 cryptocurrency bubble, Dogecoin briefly reached a peak of $0.017 on January 7, 2018, putting its total market capitalization near $2 billion. In July 2020, the price of Dogecoin spiked following a TikTok trend aimed at getting Dogecoin to $1. On May 9, 2021, SpaceX announced a rideshare mission to the Moon completely funded by Dogecoin, thus becoming the first space mission funded by a cryptocurrency. Elon Musk confirmed this news via Twitter. DOGE-1, a CubeSat, was planned to be a minor 40 kg rideshare payload on Intuitive Machines' IM-1 mission in Q1 2022, but ultimately was delayed to a potential later mission.[citation needed] On August 14, 2021, the Dogecoin Foundation announced the "re-establishment of the Dogecoin Foundation (est 2014), with a renewed focus on supporting the Dogecoin Ecosystem, Community and promoting the future of the Dogecoin Blockchain." The Foundation was reinvigorated by the addition to its Board of notable advisors such as Vitalik Buterin (Ethereum co-founder and inventor) and Jared Birchall (representing Elon Musk). In January 2021, Dogecoin went up over 800% in 24 hours, reaching $0.07, as a result of attention from Reddit users, partially encouraged by Elon Musk and the GameStop short squeeze. In February 2021, Dogecoin hit a new high price of $0.08 following Twitter encouragement from Musk, Snoop Dogg and Gene Simmons. In March 2021, Dallas Mavericks owner Mark Cuban announced his NBA team would allow purchasing tickets and products with Dogecoin; within two days, Cuban had declared his franchise had become the top Dogecoin merchant, having carried out 20,000 transactions. In April 2021, Dogecoin and other cryptocurrencies surged, stimulated in part by the direct listing for cryptocurrency exchange Coinbase on April 14, although that platform did not provide trading of Dogecoin. Dogecoin first reached $0.10 on April 14, before hitting a new high of $0.45 on April 16 (up 400% that week), with a volume of nearly $70 billion traded in the preceding 24 hours. At the time[update], Dogecoin's market capitalization approached $50 billion, making it the fifth-highest-valued cryptocurrency; its value had increased more than 7,000% per year to-date. Interest in Dogecoin contributed to an outage in electronic trading platform Robinhood's cryptocurrency system on April 15, caused by "unprecedented demand", and prompted concerns from experts of a nearing speculative bubble in the cryptocurrency market. On May 4, 2021, the value of Dogecoin first surpassed the symbolic hurdle of $0.50. In April 2023, a Dogecoin increase was attributed to Elon Musk temporarily changing the logo on the Twitter app to a Doge logo. In June 2023, Musk was accused of insider trading by investors based on a series of stunts including the change of logo. On August 29, 2024, Elon Musk and his electric vehicle company Tesla won the dismissal of a federal lawsuit accusing them of defrauding investors by hyping the cryptocurrency dogecoin and conducting insider trading, causing billions of dollars of losses. Use and exchanges Dogecoin is an altcoin[c] with a large userbase, and is traded against both fiat currencies and other cryptocurrencies on several reputable cryptocurrency exchanges and retail investment platforms. Trading physical, tangible items in exchange for Dogecoin takes place on online communities such as Reddit and Twitter, where users in such circles frequently share cryptocurrency-related information. Cases of people using their employers'[which?] or universities' computers to mine Dogecoin have been discovered including a Harvard community member and a student at London's Imperial College. Dogecoin has been used in an attempted property sale, and it has been used in the pornography and gambling[d] industries. One major mainstream commercial application of the cryptocurrency has been Internet-based tipping systems, in which social media users tip other users for providing interesting or noteworthy content. Dogetipbot was a cryptocurrency transaction service used on popular sites like Reddit and Twitch. It allowed users to send Dogecoins to other users through commands via Reddit comments. In May 2017, Dogetipbot was discontinued and taken offline after its creator declared bankruptcy; this left many Dogetipbot users losing their coins stored in the Dogetipbot system. Smart contracts Dogecoin's blockchain cannot interact with smart contracts directly. Dogecoin can be tied to the Ethereum blockchain in order to access some decentralized finance (DeFi) instruments.[citation needed] Currency supply Dogecoin started with an intended supply limit of Ð100 billion, which would have been far more coins than the top digital currencies were then allowing. By mid-2015, the 100 billionth Dogecoin had been mined, with an additional Ð5 billion put into circulation every year thereafter. In February 2014, Palmer announced that the limit would not be added in the codebase in an effort to create a consistent inflation rate over time. Mining parameters Dogecoin's implementation differs from its predecessors: It was originally forked from Litecoin, then refactored to Bitcoin. Dogecoin's target block time is 1 minute, as opposed to Litecoin's 2.5 minutes and Bitcoin's 10 minutes. Fundraising The Dogecoin community and foundation have encouraged fundraising for charities and other notable causes. On January 19, 2014, a fundraiser was established by the Dogecoin community to raise $50,000 for the Jamaican Bobsled Team, which had qualified for, but could not afford to go to, the Sochi Winter Olympics. By the second day, $36,000 worth of Dogecoin was donated and the Dogecoin to Bitcoin exchange rate rose by 50%. The Dogecoin community also raised funds for a second Sochi athlete, Shiva Keshavan. In 2014, The Dogecoin Foundation, led by Eric Nakagawa, began collecting donations to build a well in the Tana river basin in Kenya for World Water Day (March 22). The campaign, in cooperation with Charity: Water, collected donations from more than 4,000 donors, including one anonymous benefactor who donated 14,000,000 dogecoin (worth approximately $11,000 at the time), raising over US$30,000. On March 25, 2014, the Dogecoin community successfully raised Ð67.8 million (around US$55,000 at the time) in an effort to sponsor NASCAR Sprint Cup Series driver Josh Wise. Nicknamed the "Moonrocket", the No. 98 car featured a Dogecoin/Reddit-sponsored paint scheme and was driven by Wise at the Aaron's 499 at Talladega Superspeedway. Wise and the car were featured for nearly a minute, during which the race commentators discussed Dogecoin and the crowdfunding effort, while finishing twentieth and narrowly avoiding multiple wrecks. On May 16, 2014, Wise won a spot at the Sprint All-Star Race through an online fan vote beating Danica Patrick, largely due to the efforts of the Dogecoin Reddit community. He finished the race in fifteenth, the last car running. Eutechnyx, the developer of the NASCAR '14 video game, added the Dogecoin car as a drivable car in a DLC pack. In 2021, Dogecoin co-sponsored the No. 99 NASCAR Xfinity Series car of B. J. McLeod Motorsports in the Alsco Uniforms 300 at Las Vegas. The car was driven by Stefan Parsons, whose father Phil Parsons ran Phil Parsons Racing that fielded Wise's No. 98, with additional backing from Springrates. Criticism Dogecoin's origin as a "joke", which makes it the first meme coin, has made it difficult to be taken seriously by mainstream media and financial experts. The cryptocurrency has had a long and problematic history of scams. Similar to many other cryptocurrencies, Dogecoin has been described by some commentators as a form of Ponzi scheme. Critics allege that Dogecoin investors who purchased Dogecoins early on, have a large financial incentive to draw others into purchasing more Dogecoins in order to drive the price up, therefore benefitting the early investors financially at the direct expense of later purchasers. This is primarily because Dogecoin does not have a supply cap like other cryptocurrencies such as Bitcoin, which has a capped supply of 21 million coins. Elon Musk and Dogecoin Elon Musk frequently uses his X platform to express his views on Dogecoin, which has led some to claim that his actions amount to market manipulation because the price of Dogecoin frequently experiences price movements shortly after his tweets. Nevertheless, because cryptocurrencies are not regulated like stocks, these actions are not illegal. Musk and his promotion of Dogecoin have been criticized by Dogecoin co-founder Jackson Palmer, who called Musk a "self-absorbed grifter". Musk's first Dogecoin-related tweet occurred on December 20, 2020. Musk tweeted "One Word: Doge". Shortly after, the value of Dogecoin rose by 20%. This was followed by a series of Dogecoin-related tweets by Musk in early February 2021 captioned "Dogecoin is the people's crypto" and "no highs, no lows, only Doge". Following these tweets, the value of Dogecoin rose by roughly 40%. On April 15, 2021, the price of Dogecoin rose by more than 100% after Musk tweeted an image of Joan Miró's Dog Barking at the Moon painting captioned "Doge Barking at the Moon", a message which was taken by some as a reference to the industry slang term "to the moon", meaning a hoped-for increase in a cryptocurrency's value. On May 8, 2021, Dogecoin fell as much as 29.5%, dropping to US$0.49 during Musk's Saturday Night Live appearance. It then rose by 11% on May 20, 2021, shortly after Musk tweeted a Doge-related meme. In the same month, the price of Dogecoin was up 10% in the hours after Musk tweeted a Reddit link for users to submit proposals to improve the cryptocurrency. On December 14, 2021, Dogecoin spiked more than 20% after Musk said that Tesla will accept the currency as a means of payment for Tesla merchandise. On June 16, 2022, Elon Musk was named in a complaint seeking damages of $258 billion. The complaint was filed in federal court in Manhattan by plaintiff Keith Johnson. Johnson cited Musk's repeated use of his massive social influence to promote the altcoin, which he claims artificially inflated the price. Prior to Musk's acquisition of Twitter, he had suggested that Dogecoin could be used for Twitter transactions, such as the purchase of Twitter Blue accounts. On October 27, 2022, Elon Musk completed a deal to take Twitter private. This led to a sustained rise in the price of Dogecoin from October 25 to October 29, with Dogecoin increasing as much as 46%. When X announced the launch of its X Money Account digital wallet product in February 2025, cryptocurrencies were not supported. Between April 3 and April 7, 2023, Twitter's bird logo was replaced with an image of the Doge meme for desktop users, leading to a rise in Dogecoin prices. No reason was given for the icon change, with some speculating that it was a late April Fool's joke, or an attempt to troll investors over the Dogecoin lawsuit that Musk was seeking to end that week. On November 14, 2024, president-elect Donald Trump announced that Elon Musk and Vivek Ramaswamy would lead a new Department of Government Efficiency or DOGE for short, an acronym that shares the name of Dogecoin. The price of Dogecoin spiked soon after. See also References Notes External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-IGN_Xbox-92] | [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
========================================