text
stringlengths
0
473k
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-wired_origins2_11-0] | [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/Wired_(magazine)] | [TOKENS: 3919]
Contents Wired (magazine) Wired is an American magazine published every 2 months that focuses on how emerging technologies affect culture, the economy, and politics. It is published in both print and online editions by Condé Nast. The magazine has been in publication since its launch in January 1993. Its editorial office is based in San Francisco, California, with its business headquarters located in New York City. Wired quickly became recognized as the voice of the emerging digital economy and culture and a pace setter in print design and web design. From 1998 until 2006, the magazine and its website, Wired.com, experienced separate ownership before being fully consolidated under Condé Nast in 2006. It has won multiple National Magazine Awards and has been credited with shaping discourse around the digital revolution. The magazine coined the term crowdsourcing, as well as its annual tradition of handing out Vaporware Awards. Wired has launched several international editions, including Wired UK, Wired Italia, Wired Japan, Wired Czech Republic and Slovakia, and Wired Germany. The magazine was published monthly until 2024, when it switched to a bi-monthly schedule with six issues per year. History The magazine was launched in 1993 by American expatriates Louis Rossetto with his life partner and business partner Jane Metcalfe. Wired was conceived in Amsterdam, the Netherlands, when they were working on Electric Word, a small, groundbreaking technology magazine that developed a global following because of its focus not just on hardware and software, but the people, companies, and ideas that were part of what they called the language industries. Whole Earth Review called it "The Least Boring Computer Magazine in the World". This broader focus on the social, economic, and political issues surrounding technology became the core of the Wired editorial approach. Initial funding for Wired was provided by Eckart Wintzen, a Dutch entrepreneur. His Origin software company extended a contract for advertising and bought the first 1000 subscribers. Rossetto and Metcalfe moved back to the United States to start Wired, finding the European Union not a cohesive enough media market to support a continent-wide publication. Origin's upfront payment was the seed capital which saw Rossetto and Metcalfe through 12 fruitless months of fundraising. They approached established computer and lifestyle publishers, as well as venture capitalists, and met constant rejection. The Wired business concept was a radical departure. Computer magazines carried no lifestyle advertising, and lifestyle magazines carried no computer advertising. And Wired's target audience of "Digital Visionaries" was unknown. Wired's fundraising breakthrough came when they showed a prototype to Nicholas Negroponte, founder and head of the MIT Media Lab at the February 1992 TED Conference, which Richard Saul Wurman comped them to attend. Negroponte agreed to become the first investor in Wired, but even before he could write his check, software entrepreneur Charlie Jackson deposited the first investor money in the Wired account a few weeks later. Negroponte was to become a regular columnist for six years (through 1998), wrote the book Being Digital, and later founded One Laptop per Child. By September 1992, Wired had rented loft space in the SoMa district of San Francisco off South Park and hired its first employees. As Editor and CEO, Rossetto oversaw content and business strategy, and Metcalfe, as President and COO, oversaw advertising, circulation, finance, and company operations. Kevin Kelly was executive editor, John Plunkett creative director, and John Battelle managing editor. John Plunkett's wife and partner, Barbara Kuhr (Plunkett+Kuhr) later became the launch creative director of Wired's website Hotwired. They were to remain with Wired through the first six years of publication, 1993–98. Rossetto and Metcalfe were aided in starting Wired by Ian Charles Stewart, who helped write the original business plan, John Plunkett, who designed the "Manifesto", Eugene Mosier, who provided production support to create the first prototype (and later became Art Director for Production), and Randy Stickrod, who provided Rossetto and Metcalfe refuge in his office on South Park when they first arrived in San Francisco. IDG's George Clark arranged nationwide newsstand distribution. Associate publisher Kathleen Lyman joined Wired from News Corporation and Ziff Davis to execute on its ambition to attract both technology and lifestyle advertising, and delivered from the first issue. She and her protégé Simon Ferguson (Wired's first advertising manager) landed pioneering campaigns by a diverse group of industry leaders such as Apple Computer, Intel, Sony, Calvin Klein, and Absolut. Lyman and Ferguson left in year two. Condé Nast veteran Dana Lyon then took over ad sales. Two years after they left Amsterdam, and nearly five years after they first started work on the business plan, Metcalfe and Rossetto and their initial band of twelve Wired Ones launched Wired as a quarterly on 6 January 1993 and first distributed it by hand at Macworld Expo in San Francisco and, later that week, at the Consumer Electronics Show (CES) in Las Vegas. Copies arrived on newsstand two weeks later as Bill Clinton took office as President, with his Vice President Al Gore touting the Information Superhighway. Due to the work of John Battelle's fiancée, ex-CBS producer Michelle Scileppi, feature pieces on Wired’s launch appeared on CNN and in The San Jose Mercury News, Newsweek and Time magazines. Circulation and advertising response was so strong that Wired went bi-monthly with its next issue, and monthly by September with the William Gibson cover story about Singapore called "Disneyland with the Death Penalty", which was banned there. In January 1994, Advance Publications's Condé Nast made a minority investment in Wired Ventures. And in April that year, Wired won its first National Magazine Award for General Excellence for its first year of publication. During Rossetto's five years as editor, it would be nominated for General Excellence every year, win the design award in 1996, and a second General Excellence in 1997. Wired’s founding executive editor, Kevin Kelly, had been an editor of the Whole Earth Catalog, Co-Evolution Quarterly, and the Whole Earth Review. He brought with him contributing writers from those publications. Six authors of the first Wired issue (1.1) had written for Whole Earth Review, most notably Bruce Sterling (who was on the first cover) and Stewart Brand. Other contributors to Whole Earth who appeared in Wired included William Gibson, who was also featured on Wired's cover in its first year. Wired co-founder Rossetto claimed in his launch editorial that "the Digital Revolution is whipping through our lives like a Bengali typhoon", a bold statement at the time, when there were no smart phones, web browsers, and less than 10 million users connected to the Internet around the world, barely half that in the United States. Bold also describes John Plunkett's graphic design, and its use of fluorescents and metallics. Uniquely for magazines, Wired was printed on a new, state of the art, high-end, six color press normally used for annual reports. The first issue covered interactive games, cell-phone hacking, digital special effects, digital libraries, an interview with Camille Paglia by Stewart Brand, digital surveillance, Bruce Sterling's cover story about military simulations, and Karl Taro Greenfeld’s story on Japanese otaku. And while Wired was one of the first magazines to list the email addresses of its authors and contributors, the column by Nicholas Negroponte, while written in the style of an email message, surprisingly contained an obviously fake, non-standard email address. That was remedied in the second issue. Wired first mentioned the World Wide Web in its third issue, after CERN put it in the public domain in April. Subsequently, Wired focused extensively on the networking explosion, carrying cover stories on Yahoo's origin story, Neal Stephenson's 50,000 word, epic essay on the laying of the fiber optic datalink from London to Japan, and Bill Gate's media strategy for Microsoft. On October 27, 1994, 20 months after its first issue, and following the introduction of the first graphic web browser Mosaic, Wired Ventures launched its Hotwired website, the first with original content and Fortune 500 advertising. Inventing the banner ad, Wired brought ATT, Volvo, MCI, Club Med and seven other companies to the web for the first time on websites built by Jonathan Nelson's Organic Online. Among the launch crew of 12 was Jonathan Steuer, who led the group, Justin Hall, a pioneer blogger who ran his own successful site on the side, Howard Rheingold as executive editor, and Apache server co-creator Brian Behlendorf, who was webmaster. Convinced the Web was the future of media, Wired expanded Hotwired using Condé Nast's investment into a suite of websites to include Ask Dr. Weil, Rough Guides, extreme sports, and cocktails. In 1996, it introduced its search engine HotBot in partnership with Berkeley startup Inktomi. Hotwired pioneered many of the features and techniques that would go on to define online journalism and online content creation in general. The web was so new at the time, Wired hired forty engineers to write the code for its edit and ad serving software. By the end of 1995, Hotwired ranked sixth among all websites for revenue, ahead of ESPN, CNET, and CNN. The New York Times commented, "Wired is more than a successful magazine. Like Rolling Stone in the 60's, it has become the totem of a major cultural movement." Wired's expansion accelerated. By 1996, it had launched a book publishing division (HardWired), licensed a Japanese edition with Dohosha Publishing, created a British edition (Wired UK) in a joint venture with the Guardian newspaper, and had signed with Gruner and Jahr to do a German edition to be headquartered in Berlin. And it began work on Wired TV in partnership with MSNBC, as well as three new magazine titles: a shelter book called Neo to be edited by Wired Editor-At-Large Katrina Heron and designed by Rhonda Rubenstein; a business magazine called The New Economy; and a concept magazine with New York design star Tibor Kalman focusing on the countdown to the new millennium. In 1996, reacting to the IPOs of web competitors Yahoo, Lycos, Excite, and Infoseek, Wired Ventures announced its own IPO. It selected Goldman Sachs and Robertson Stephens as co-leads, with Goldman managing. The June IPO was postponed when the market declined. When it finally went out in October, Goldman was unable to close the round following another market downturn, and Wired withdrew its IPO. Fingerpointing followed. Some observers claimed the market rejected Wired's $293 million "internet valuation" as too rich for a traditional publishing company. Wired claimed its valuation was confirmed by savvy private investors who put $12.5 million into the company in May at just under the original offering stock price. It also argued that the offering price set by the bankers was merited for pioneering web media, and its revenue at Hotwired was greater than Yahoo's when it went public at a higher valuation than Wired's. Wired executives blamed Goldman for mismanaging their IPO and not closing the round which already had investors booked. The Goldman executive who managed the IPO is quoted as saying "Had the market not been so volatile, I believe the offering would have been quite successful." The IPO failure left Wired Ventures cash-strapped. It turned to its current investor Tudor Investment Corporation. Tudor brought on Providence Equity Capital, concluding a private funding at the end of December 1996. Wired then proceeded to cut costs by focusing on its US magazine and web businesses, shutting its UK magazine, its book company, and its TV operation, and terminating work on new magazines. By June, Wired magazine was profitable. The web company, now rebranded Wired Digital, was growing. Wired execs wanted to try to go public again in 1998, catching what was to be the second run-up in internet stocks which resulted in the 1999 dot-com bubble. In 1996, Wired Digital made up 7 percent of the company's revenues, and in 1997 it pulled in 30 percent. The unit was expected to contribute about 40 percent of revenues in 1998. Providence and Tudor had other plans, and hired Lazard Freres to shop the company. Rossetto and Metcalfe lost control of Wired Ventures in March 1998. The Street.com commented that a "company that started out as one of the more promising bastions of the digital revolution lost control to old-fashioned vulture capitalism". Providence/Tudor quickly cut a deal to sell the magazine to Miller Publishing for $77 million. When Wired Ventures investor Condé Nast heard about the deal through a leak to a Silicon Valley gossip columnist, they peremptorily outbid Miller and bought Wired magazine for $90 million. The month of the sale, Wired’s magazine and web businesses became cashflow positive. Condé Nast declined to buy Wired Digital. Four months later, Providence/Tudor sold Wired Digital to Lycos. The deal almost did not close. Wired Ventures's founders and early investors threatened lawsuits against Tudor and Providence for breach of fiduciary responsibility, claiming they were engaging in unfair distribution of proceeds from the sale amounting to $50-100 million. Ultimately, the controlling investors relented, and the deal closed in June 1999 for $285 million. At that point, Wired Digital was also cashflow positive. Combined proceeds of the two sales exceeded the Wired Ventures valuation at the time of its failed IPO. Rossetto's penultimate issue was five years after his first, in January 1998. Appropriately, the issue was entitled "Change is Good", Wired's unofficial slogan. In his last issue in February, he ushered in a complete redesign of the magazine, the first since its start. Katrina Heron became Wired’s second editor-in-chief with the March 1998 issue. Wired magazine's new owner Condé Nast kept the editorial offices in San Francisco, but moved the business offices to New York. Wired survived the dot-com bubble under the business leadership of publisher Drew Schutte who expanded the brands reach by launching The Wired Store and Wired NextFest. In 2001 Wired found new editorial direction under editor-in-chief Chris Anderson, making the magazine's coverage "more mainstream". The print magazine's average page length, however, declined significantly from 1996 to 2001 and then again from 2001 to 2003. In 2009, Condé Nast Italia launched the Italian edition of Wired and Wired.it. On April 2, 2009, Condé Nast relaunched the UK edition of Wired, edited by David Rowan, and launched Wired.co.uk. In 2006, Condé Nast repurchased Wired Digital from Lycos, returning the website to the same company that published the magazine, reuniting the brand. In August 2023, Katie Drummond was announced as the new editor of Wired. In 2025, during the second presidency of Donald Trump, Wired became noted for breaking numerous stories about the Trump administration and Elon Musk's Department of Government Efficiency (DOGE). Musk criticized the magazine, saying Wired "went from being about technology to being an unreadable, far-left wing propaganda mouthpiece." In August 2025, Jacob Furedi, the former deputy editor of UnHerd and editor of the publication Dispatch, investigated articles on Business Insider and Wired written by a supposed freelancer named Margaux Blanchard after receiving an email. After concluding that the articles were AI-generated, he contacted Press Gazette. Both Business Insider and Wired subsequently removed the articles. Online magazine Wired's web presence started with its launch of Hotwired.com in October 1994. Hotwired was the first website with original content and Fortune 500 advertising. Hotwired grew into a variety of vertical content sites, including Webmonkey, Ask Dr. Weil, Talk.com, WiredNews, and the search engine Hotbot. In 1997, all were rebranded under Wired Digital. The Wired.com website, formerly known as Wired News and Hotwired, launched in October 1994. The website and magazine were split in 1998, when the former was sold to Condé Nast and the latter to Lycos in September 1998. The two remained independent until Condé Nast purchased Wired News on July 11, 2006. This move finally reunited the Wired brand. As of February 2018, Wired.com is paywalled. Users may only access a limited number of articles per month without payment. Today, Wired.com hosts several technology blogs on topics in security, business, new products, culture, and science. From 2004 to 2008, Wired organized an annual "festival of innovative products and technologies". A NextFest for 2009 was canceled. In 2018, Wired hosted "Wired 25", a celebration of its 25 years, an event which included Jeff Bezos, Jack Dorsey, and many of the other founders of the tech industry. Supplements "Geekipedia: 149 People, Places, Ideas and Trends you need to know now" was a one-off paperback supplement to WIRED 15.09 published on January 1, 2007. Contributors Wired's writers have included Jorn Barger, John Perry Barlow, John Battelle, Paul Boutin, Stewart Brand, Gareth Branwyn, Po Bronson, Scott Carney, Michael Chorost, Douglas Coupland, James Daly, Joshua Davis, J. Bradford DeLong, Mark Dery, David Diamond, Cory Doctorow, Esther Dyson, Paul Ford, Mark Frauenfelder, Simson Garfinkel, Samuel Gelerman, William Gibson, Dan Gillmor, Mike Godwin, George Gilder, Lou Ann Hammond, Chris Hardwick, Virginia Heffernan, Danny Hillis, John Hodgman, Linda Jacobson, Steven Johnson, Bill Joy, Richard Kadrey, Leander Kahney, Jon Katz, Jaron Lanier, Lawrence Lessig, Paul Levinson, Steven Levy, John Markoff, Wil McCarthy, Russ Mitchell, Glyn Moody, Belinda Parmar, Charles Platt, Josh Quittner, Spencer Reiss, Howard Rheingold, Rudy Rucker, Paul Saffo, Adam Savage, Evan Schwartz, Peter Schwartz, Steve Silberman, Alex Steffen, Neal Stephenson, Bruce Sterling, Kevin Warwick, Dave Winer, Kate O’Neill, and Gary Wolf. Guest editors have included director J. J. Abrams, filmmaker James Cameron, architect Rem Koolhaas, former US President Barack Obama, director Christopher Nolan, tennis player Serena Williams, and video game designer Will Wright. See also References Further reading External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-:14_10-5] | [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/Markus_Persson#cite_ref-wired_origins2_11-2] | [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/Markus_Persson#cite_ref-:9_12-3] | [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/Markus_Persson#cite_ref-13] | [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://www.fast.ai/posts/2019-03-04-ethics-framework.html] | [TOKENS: 1833]
A Conversation about Tech Ethics with the New York Times Chief Data Scientist Rachel Thomas and Chris Wiggins March 4, 2019 On this page Note from Rachel: Although I’m excited about the positive potential of tech, I’m also scared about the ways that tech is having a negative impact on society, and I’m interested in how we can push tech companies to do better. I was recently in a discussion during which New York Times chief data scientist Chris Wiggins shared a helpful framework for thinking about the different forces we can use to influence tech companies towards responsibility and ethics. I interviewed Chris on the topic and have summarized that interview here. In addition to having been Chief Data Scientist at the New York Times since January 2014, Chris Wiggins is professor of applied mathematics at Columbia University, a founding member of Columbia’s Data Science Institute, and co-founder of HackNY. He co-teaches a course at Columbia on the history and ethics of data. Ways to Influence Tech Companies to be More Responsible and More Ethical Chris has developed a framework showing the different forces acting on and within tech companies: The two big categories are internal forces and external forces. Chris shared that at the New York Times, he’s seen the internal process through the work of a data governance committee on responsible data stewardship. Preparing for GDPR helped focus those conversations, as well as wanting to be proactive in preparing for other data regulations that Chris and his team expect are coming in the future. The New York Times has standardized processes, including for data deletion and for protecting personally identifiable information (PII). For instance, any time you are storing aggregate information, e.g. about page views, you don’t need to keep the PII of the individuals who viewed the page. How to Impact Tech Companies: External Forces Chris cites Doing Capitalism in the Innovation Economy by Bill Janeway as having been influential on his thinking about external forces impacting companies. Janeway writes of an unstable game amongst three players: government, people, and companies. Government power can take the form of regulations and litigation, or even just the fear of regulation and litigation. A second external force is people power. The most well-known example of exercising people power is a consumer boycott– not giving companies money when we disagree with their practices. There is also a data boycott, not giving companies access to our data, and a talent boycott, refusing to work for them. In the past year, we have seen engineers from Google (protesting Project Maven military contract and a censored Chinese search engine), Microsoft (protesting Hololens military contract), and Amazon (protesting facial recognition technology sold to police) start to exercise this power to ask for change. However, most engineers and data scientists still do not realize the collective power that they have. Engineers and data scientists are in high demand, and they should be leveraging this to push companies to be more ethical. A third type of external power is the power of other companies. For instance, companies can make responsibility part of the value-add that differentiates them from competitors. The search engine DuckDuckGo (motto: “The search engine that doesn’t track you”) has always made privacy a core part of their appeal. Apple has become known for championing user privacy in recent years. Consumer protection was a popular idea in the 70s and 80s, yet has somewhat fallen out of favor. More companies could make consumer protection and responsibility part of their products and what differentiates them from competitors. Companies can also exert power in direct ways on one another, for instance, when Apple de-platformed Google and Facebook by revoking their developer certificates after they violated Apple’s privacy policies. And finally, the press counts as a company that influences other companies. There are many interconnections here: the press influences people as citizens, voters, and consumers, which then impacts the government and the companies directly. Internal Forces: Defining Ethics vs Designing for Ethics Chris says there is an important to distinguish between how we define ethics vs. how we design for ethics. Conversations quickly get muddled up when people are jumping between these two. Defining ethics involves identifying your principles. There is a granularity to ethics: we need principles to be granular enough to be meaningful, but not so granular that they are context-dependent rules which change all the time. For example, “don’t be evil” is too broad to be meaningful. Ethical principles are distinct from their implementation, and defining principles means being willing to commit to do the work to define more specific rules that follow from these principles, or to redefine them in a way more consistent with your principles as technology or context changes. For instance, many ethics principles were laid out in the U.S. Bill of Rights, and we’ve spent the next few centuries working out what that means in practice. Designing for Ethics In terms of designing for ethics, Chris notes that this needs to start from the top. Leaders set company goals, which are then translated into objectives; those objectives are translated into KPIs; and those KPIs are used in operations. Feedback from operations and KPIs should be used to continually reflect on whether the ethical principles are being defended or challenged, or to revisit ways that the system is falling short. One aspect of operations that most major tech companies have neglected is monitoring user experience, particularly deleterious user experiences. When companies use contractors for content moderation (as opposed to full-time employees), it says a lot about the low priority they place on negative user experiences. While content moderation addresses one component of negative user experiences, there are also many others. Chris wrote about this topic in a blog post, Ethical Principles, OKRs, and KPIs: what YouTube and Facebook could learn from Tukey, saying that “Part of this monitoring will not be quantitative. Particularly since we can not know in advance every phenomenon users will experience, we can not know in advance what metrics will quantify these phenomena. To that end, data scientists and machine learning engineers must partner with or learn the skills of user experience research, giving users a voice.” Learning from the Belmont Report and IRBs The history of ethics is not discussed enough and many people aren’t very familiar with it. We can learn a lot from other fields, such as human subject research. In the wake of the horrifying and unethical Tuskegee Syphilis Study, the National Research Act of 1974 was passed and researchers spent much time identifying and formalizing ethical principles. These are captured in the Belmont Principles for ethical research on human subjects. This is the ethical framework that informed the later creation of institutional review boards (IRBs), which are used to review and approve research involving human subjects. Studying how ethics have been operationalized via the Belmont principles can be very informative, as they have for almost 40 years been stress-tested via real-world implementations, and there is copious literature about their utility and limitations. The core tenets of the Belmont Principles can be summarized: Note that the principle of beneficence can be used to make arguments in which the ends justify the means, and the principle of respect for persons can be used to make arguments in which the means justify the ends, so there is a lot captured here. This topic came up in the national news after Kramer, et. al, the 2014 paper in which Facebook researchers manipulated users’ moods, which received a lot of criticism and concern. There was a follow-up paper by two other Facebook researchers, Evolving the IRB: Building Robust Review for Industry Research, which suggests that a form of IRB Design has now been implemented at Facebook. I have learned a lot from studying work of ethicists on research with human subjects, particularly the Belmont Principles. For those interested in learning more about this topic, Chris recommends Chapter 6 of Matthew Salganik’s book, Bit by Bit: Social Research in the Digital Age, which Chris uses in the course on the history and ethics of data that he teaches at Columbia. Salganik is a Princeton professor who does computational social science research, and is also professor in residence at the New York Times. Chris also says he has learned a lot from legal theorists. Most engineers may not have thought much about legal theorists, but they have a long history of addressing the balance between standards, principles, and rules. High Impact Areas Ethics is not an API call. It needs to happen at a high-level. The greatest impact will happen when leaders to take it seriously. The level of the person in the org chart who speaks about ethics is very telling of how much the company values ethics (because for most companies, it is not the CEO, although it should be). As stated above, engineers don’t understand their own power, and they need to start using that power more. Chris recalls listening to a group of data scientists saying that they wished their company had some ethical policy that another company had. But they can make it happen! They just need to decide to use their collective power. Reading Recommendations from and by Chris Other fast.ai posts on tech ethics
========================================
[SOURCE: https://www.fast.ai/posts/2019-02-21-dl-projects.html] | [TOKENS: 1581]
Dairy farming, solar panels, and diagnosing Parkinson’s disease: what can you do with deep learning? Rachel Thomas February 21, 2019 On this page Many people incorrectly assume that AI is only for an elite few– a handful of Silicon Valley computer science prodigies with monthly budgets larger than most people’s lifetime earnings, turning out abstruse academic papers. This couldn’t be more wrong. Deep learning (a powerful type of AI) can, and is, being used by people with varied backgrounds all over the world. A small taste of that variety can be found in the stories shared here: a Canadian dairy farmer trying to identify udder infections in his goats, a Kenyan microbiologist seeking more efficiency in the lab, a former accountant expanding use of solar power in Australia, a 73-year old embarking on a second career, a son of refugees who works in cybersecurity, and a researcher using genomics to improve cancer treatment. Hopefully this may inspire you to apply deep learning to a problem of your own! Building Tools for Microbiologists in Kenya Benson Nyabuti Mainye trained as a microbiologist in his home country of Kenya. He noticed that lab scientists can spend up to 5 hours studying a slide through a microscope to try to identify what cell types were in it, and he wanted a faster alternative. Benson created an immune cell classifier to distinguish various immune cells (eosinophils, basophils, monocytes, and lymphocytes) within an image of a blood smear. This fall, he traveled to San Francisco to attend part of the fast.ai course in person at the USF Data Institute (a new session starts next month), and where another fast.ai classmate, Charlie Harrington, helped him deploy the immune cell classifier. Since malaria is one of the top 10 causes of death in Kenya, Benson is currently working with fellow Kenyan and fast.ai alum Gerald Muriuki on a classifier to distinguish different types of mosquitoes to isolate particular types that carry the Plasmodium species (the parasite which causes malaria). Dairy Goat Farming Cory Spencer is a dairy goat farmer on bucolic Vancouver Island, and together with his wife owns The Happy Goat Cheese Company. When one of his goats came down with mastitis (an udder infection), Cory was unable to detect it until after the goat had suffered permanent damage. Estimates suggest that mastitis costs the dairy industry billions of dollars each year. By combining a special camera that detects heat (temperatures are higher near an infection) together with deep learning, Cory developed a tool to identify infections far earlier (at a subclinical level) and for one-tenth the cost of existing methods. Next up: Cory is currently building a 3D model to track specific parts of udders in real time, towards the goal of creating an automatic goat milking robot, since as Cory says, “The cow guys already have the fancy robotic tech, but the goat folk are always neglected.” State-of-the-art Results in Cancer Genomics Alena Harley is working to use genetic information to improve cancer treatment, in her role as head of machine learning at Human Longevity Institute. While taking the fast.ai course, she achieved state-of-the-art results for identifying the source of origin of metastasized cancer, which is relevant for treatment. She is currently working on accurately identifying somatic variants (genetic mutations that can contribute to cancer), automating what was previously a slow manual process. From Accountant to Deep Learning Practitioner working on Solar Energy Sarada Lee was a former accountant looking to transition careers when she began a machine learning meetup in her living room in Perth, Australia, as a way to study the topic. That informal group in Sarada’s living room has now grown into the Perth Machine Learning Meetup, which has over 1,400 members and hosts 6 events per month. Sarada traveled to San Francisco to take the Practical Deep Learning for Coders and Cutting Edge Deep Learning for Coders courses in person at the USF Data Institute, and shared what she learned when she returned back to Perth. Sarada recently won a 5-week long hackathon on the topics of solar panel identification and installation size prediction from aerial images, using U-nets. As a result, she and her team have been pre-qualified to supply data science services to a major utility company, which is working on solar panel adoption for an area the size of UK with over 1.5 million users. Other applications they are working on include electricity network capacity planning, predicting reverse energy flow and safety implications, and monitoring the rapid adoption of solar. Sarada and the Perth Machine Learning Meetup are continuing their deep learning outreach efforts. Last month, a team led by Lauren Amos created an interactive creative display at the Fringe World Festival to make deep learning more accessible to the general public. This was a comprehensive team effort, and the display included: Festival attendees were able to enjoy the elegant calligraphy of machine generated poems, read chapters of machine-generated books, and even request a robot to generate poems given a short seed sentence. Over 4,000 poems were generated during the course of the 2-week festival! Cutting-edge Medical Research at Age 73 At age 73, Dennis Graham is using deep learning to diagnose Parkinson’s disease from Magneto-Encepholo-Graphy (MEG), as part of a UCH-Anschutz Neurology Research center project. Dennis is painfully familiar with Parkinson’s, as his wife has been afflicted with it for the last 25 years. MEG has the advantages of being inexpensive, readily available, and non-intrusive, but previous techniques had not been analytically accurate when evaluating MEG data. For two years, the team struggled, unable to obtain acceptable results using traditional techniques, until Dennis switched to deep learning, applying techniques and code he learned in the fast.ai course. It turns out that the traditional pre-processing was removing essential data that a neural network classifier could effectively and easily use. With deep learning, Dennis is now achieving much higher accuracy on this problem. Despite his successes, it hasn’t all been easy, and Dennis has had to overcome the ageism of the tech industry as he embarked on his second career. A First-Generation College Student Working in Cybersecurity Harold Nguyen’s parents arrived in the United States as refugees during the Vietnam War. Harold is a first generation Vietnamese American and the first in his family to attend college. He loved college so much that he went on to obtain a PhD in Particle Physics and now works in cybersecurity. Harold is using deep learning to protect brands from bad actors on social media as part of his work in digital risk for Proofpoint. Based on work he did with fast.ai, he created a model with high accuracy that was deployed to production at his company last month. Earlier during the course, Harold created an audio model to distinguish between the voices of Ben Affleck, Elon Musk, and Joe Rogan. What problem will you tackle with deep learning? Are you facing a problem in your field that could be addressed by deep learning? You don’t have to be a math prodigy or have gone to the most prestigious school to become a deep learning practitioner. The only pre-requisite for the fast.ai course (available in-person or online) is one year of coding, yet it teaches you the hands-on practical techniques needed to achieve state-of-the-art results. I am so proud of what fast.ai students and alums are achieving. As I shared in my TEDx talk, I consider myself an unlikely AI researcher, and my goal is to help as many unlikely people as possible find their way into the field. Further reading You may be interested to read about some other fantastic projects from fast.ai students and alumni in these posts:
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-GAMASUTRA_14-0] | [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://www.fast.ai/posts/2019-02-15-openai-gp2.html] | [TOKENS: 1964]
Some thoughts on zero-day threats in AI, and OpenAI’s GPT-2 Jeremy Howard February 15, 2019 On this page There’s been a lot of discussion in the last couple of days about OpenAI’s new language model. OpenAI made the unusual decision to not release their trained model (the AI community is usually extremely open about sharing them). On the whole, the reaction has been one of both amazement and concern, and has been widely discussed in the media, such as this thoughtful and thorough coverage in The Verge. The reaction from the academic NLP community, on the other hand, has been largely (but not exclusively) negative, claiming that: On (1), whilst it’s true that there’s no real algorithmic leap being done here (the model is mainly a larger version of something that was published by the same team months ago), the academic “nothing to see here” reaction misses the point entirely. Whilst academic publishing is (at least in this field) largely driven by specific technical innovations, broader community interest is driven by societal impact, surprise, narrative, and other non-technical issues. Every layperson I’ve spoken to about this new work has reacted with stunned amazement. And there’s clearly a discussion to be had about potential societal impacts of a tool that may be able to scale up disinformation campaigns by orders of magnitude, especially in our current environment where such campaigns have damaged democracy even without access to such tools. In addition, the history of technology has repeatedly shown that the hard thing is not, generally, solving a specific engineering problem, but showing that a problem can be solved. So showing what is possible is, perhaps, the most important step in technology development. I’ve been warning about potential misuse of pre-trained language models for a while, and even helped develop some of the approaches the people are using now to build this tech; but it’s not until OpenAI actually showed what can be done in practice that the broader community has woken up to some of the concerns. But what about the second issue: should OpenAI release their pretrained model? This one seems much more complex. We’ve already heard from the “anti-model-release” view, since that’s what OpenAI has published and also discussed with the media. Catherine Olsson (who previously worked at OpenAI) asked on Twitter if anyone has yet seen a compelling explanation of the alternative view: What have been your favorite on-the-merits pro-release OpenAI GPT-2 takes (on twitter or elsewhere)?I'm looking for clear good-faith explanation of the pro-release (or anti-media-attention?) position right now, not clever snark. I’ve read a lot of the takes on this, and haven’t yet found one that really qualifies. A good-faith explanation would need to engage with what OpenAI’s researchers actually said, which takes a lot of work, since their team have written a lot of research on the societal implications of AI (both at OpenAI, and elsewhere). The most in-depth analysis of this topic is the paper The Malicious Use of Artificial Intelligence. The lead author of this paper now works at OpenAI, and was heavily involved in the decision around the model release. Let’s take a look at the recommendations of that paper: An important point here is that an appropriate analysis of potential malicious use of AI requires a cross-functional team and deep understanding of history in related fields. I agree. So what follows is just my one little input to this discussion. I’m not ready to claim that I have the answer to the question “should OpenAI have released the model”. I will also try to focus on the “pro-release” side, since that’s the piece that hasn’t had much thoughtful input yet. A case for releasing the model OpenAI said that their release strategy is: Due to concerns about large language models being used to generate deceptive, biased, or abusive language at scale, we are only releasing a much smaller version of GPT-2 along with sampling code. So specifically we need to be discussing scale. Their claim is that a larger scale model may cause significant harm without time for the broader community to consider it. Interestingly, even they don’t claim to be confident of this concern: This decision, as well as our discussion of it, is an experiment: while we are not sure that it is the right decision today, we believe that the AI community will eventually need to tackle the issue of publication norms in a thoughtful way in certain research areas. Let’s get specific. How much scale are we actually talking about? I don’t see this explicitly mentioned in their paper of blog post, but we can make a reasonable guess. The new GPT2 model has (according to the paper) about ten times as many parameters as their previous GPT model. Their previous model took 8 GPUs 1 month to train. One would expect that they can train their model faster by now, since they’ve had plenty of time to improve their algorithms, but on the other hand, their new model probably takes more epochs to train. Let’s assume that these two balance out, so we’re left with the difference of 10x in parameters. If you’re in a hurry and you want to get this done in a month, then you’re going to need 80 GPUs. You can grab a server with 8 GPUs from the AWS spot market for $7.34/hour. That’s around $5300 for a month. You’ll need ten of these servers, so that’s around $50k to train the model in a month. OpenAI have made their code available, and described how to create the necessary dataset, but in practice there’s still going to be plenty of trial and error, so in practice it might cost twice as much. If you’re in less of a hurry, you could just buy 8 GPUs. With some careful memory handling (e.g. using Gradient checkpointing) you might be able to get away with buying RTX 2070 cards at $500 each, otherwise you’ll be wanting the RTX 2080 ti at $1300 each. So for 8 cards, that’s somewhere between $4k and $10k for the GPUs, plus probably another $10k or so for a box to put them in (with CPUs, HDDs, etc). So that’s around $20k to train the model in 10 months (again, you’ll need some extra time and money for the data collection, and some trial and error). Most organizations doing AI already have 8 or more GPUs available, and can often get access to far more (e.g. AWS provides up to $100k credits to startups in its AWS Activate program, and Google provides dozens of TPUs to any research organization that qualifies for their research program). So in practice, the decision not to release the model has a couple of outcomes: Point (1) seems like a good thing. If suddenly this tech is thrown out there for anyone to use without any warning, then no-one can be prepared at all. (In theory, people could have been prepared because those within the language modeling community have been warning of such a potential issue, but in practice people don’t tend to take it seriously until they can actually see it happening.) This is what happens, for instance, in the computer security community, where if you find a flaw the expectation is that you help the community prepare for it, and only then do you release full details (and perhaps an exploit). When this doesn’t happen, it’s called a zero day attack or exploit, and it can cause enormous damage. I’m not sure I want to promote a norm that zero-day threats are OK in AI. On the other hand, point (2) is a problem. The most serious threats are most likely to come from folks with resources to spend $100k or so on (for example) a disinformation campaign to attempt to change the outcome of a democratic election. In practice, the most likely exploit is (in my opinion) a foreign power spending that money to dramatically escalate existing disinformation campaigns, such as those that have been extensively documented by the US intelligence community. The only practical defense against such an attack is (as far as I can tell) to use the same tools to both attempt to identify, and push back against, such disinformation. These kinds of defenses are likely to be much more powerful when wielded by the broader community of those impacted. The power of a large group of individuals has repeatedly been shown to be more powerful at creating, than at destruction, as we see in projects such as Wikipedia, or open source software. In addition, if these tools aren’t in the hands of people without access to large compute resources, then they remain abstract and mysterious. What can they actually do? What are their constraints? For people to make informed decisions, they need to have a real understanding of these issues. Conclusion So, should OpenAI release their trained model? Frankly, I don’t know. There’s no question in my mind that they’ve demonstrated something fundamentally qualitatively different to what’s been demonstrated before (despite not showing any significant algorithmic or theoretic breakthroughs). And I’m sure it will be used maliciously; it will be a powerful tool for disinformation and for influencing discourse at massive scale, and probably only costs about $100k to create. By releasing the model, this malicious use will happen sooner. But by not releasing the model, there will be fewer defenses available and less real understanding of the issues from those that are impacted. Those both sound like bad outcomes to me.
========================================
[SOURCE: https://en.wikipedia.org/wiki/Highway_network] | [TOKENS: 1222]
Contents Highway network In machine learning, the Highway Network was the first working very deep feedforward neural network with hundreds of layers, much deeper than previous neural networks. It uses skip connections modulated by learned gating mechanisms to regulate information flow, inspired by long short-term memory (LSTM) recurrent neural networks. The advantage of the Highway Network over other deep learning architectures is its ability to overcome or partially prevent the vanishing gradient problem, thus improving its optimization. Gating mechanisms are used to facilitate information flow across the many layers ("information highways"). Highway Networks have found use in text sequence labeling and speech recognition tasks. In 2014, the state of the art was training deep neural networks with 20 to 30 layers. Stacking too many layers led to a steep reduction in training accuracy, known as the "degradation" problem. In 2015, two techniques were developed to train such networks: the Highway Network (published in May), and the residual neural network, or ResNet (December). ResNet behaves like an open-gated Highway Net. Model The model has two gates in addition to the H ( W H , x ) {\displaystyle H(W_{H},x)} gate: the transform gate T ( W T , x ) {\displaystyle T(W_{T},x)} and the carry gate C ( W C , x ) {\displaystyle C(W_{C},x)} . The latter two gates are non-linear transfer functions (specifically sigmoid by convention). The function H {\displaystyle H} can be any desired transfer function. The carry gate is defined as: C ( W C , x ) = 1 − T ( W T , x ) {\displaystyle C(W_{C},x)=1-T(W_{T},x)} while the transform gate is just a gate with a sigmoid transfer function. Structure The structure of a hidden layer in the Highway Network follows the equation: y = H ( x , W H ) ⋅ T ( x , W T ) + x ⋅ C ( x , W C ) = H ( x , W H ) ⋅ T ( x , W T ) + x ⋅ ( 1 − T ( x , W T ) ) {\displaystyle {\begin{aligned}y=H(x,W_{H})\cdot T(x,W_{T})+x\cdot C(x,W_{C})\\=H(x,W_{H})\cdot T(x,W_{T})+x\cdot (1-T(x,W_{T}))\end{aligned}}} Related work Sepp Hochreiter analyzed the vanishing gradient problem in 1991 and attributed to it the reason why deep learning did not work well. To overcome this problem, Long Short-Term Memory (LSTM) recurrent neural networks have residual connections with a weight of 1.0 in every LSTM cell (called the constant error carrousel) to compute y t + 1 = F ( x t ) + x t {\textstyle y_{t+1}=F(x_{t})+x_{t}} . During backpropagation through time, this becomes the residual formula y = F ( x ) + x {\textstyle y=F(x)+x} for feedforward neural networks. This enables training very deep recurrent neural networks with a very long time span t. A later LSTM version published in 2000 modulates the identity LSTM connections by so-called "forget gates" such that their weights are not fixed to 1.0 but can be learned. In experiments, the forget gates were initialized with positive bias weights, thus being opened, addressing the vanishing gradient problem. As long as the forget gates of the 2000 LSTM are open, it behaves like the 1997 LSTM. The Highway Network of May 2015 applies these principles to feedforward neural networks. It was reported to be "the first very deep feedforward network with hundreds of layers". It is like a 2000 LSTM with forget gates unfolded in time, while the later Residual Nets have no equivalent of forget gates and are like the unfolded original 1997 LSTM. If the skip connections in Highway Networks are "without gates," or if their gates are kept open (activation 1.0), they become Residual Networks. The residual connection is a special case of the "short-cut connection" or "skip connection" by Rosenblatt (1961) and Lang & Witbrock (1988) which has the form x ↦ F ( x ) + A x {\displaystyle x\mapsto F(x)+Ax} . Here the randomly initialized weight matrix A does not have to be the identity mapping. Every residual connection is a skip connection, but almost all skip connections are not residual connections. The original Highway Network paper not only introduced the basic principle for very deep feedforward networks, but also included experimental results with 20, 50, and 100 layers networks, and mentioned ongoing experiments with up to 900 layers. Networks with 50 or 100 layers had lower training error than their plain network counterparts, but no lower training error than their 20 layers counterpart (on the MNIST dataset, Figure 1 in ). No improvement on test accuracy was reported with networks deeper than 19 layers (on the CIFAR-10 dataset; Table 1 in ). The ResNet paper, however, provided strong experimental evidence of the benefits of going deeper than 20 layers. It argued that the identity mapping without modulation is crucial and mentioned that modulation in the skip connection can still lead to vanishing signals in forward and backward propagation (Section 3 in ). This is also why the forget gates of the 2000 LSTM were initially opened through positive bias weights: as long as the gates are open, it behaves like the 1997 LSTM. Similarly, a Highway Net whose gates are opened through strongly positive bias weights behaves like a ResNet. The skip connections used in modern neural networks (e.g., Transformers) are dominantly identity mappings. References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Residual_neural_network] | [TOKENS: 3237]
Contents Residual neural network A residual neural network (also referred to as a residual network or ResNet) is a deep learning architecture in which the layers learn residual functions with reference to the layer inputs. It was developed in 2015 for image recognition, and won the ImageNet Large Scale Visual Recognition Challenge (ILSVRC) of that year. As a point of terminology, "residual connection" refers to the specific architectural motif of x ↦ f ( x ) + x {\displaystyle x\mapsto f(x)+x} , where f {\displaystyle f} is an arbitrary neural network module. The motif had been used previously (see §History for details). However, the publication of ResNet made it widely popular for feedforward networks, appearing in neural networks that are seemingly unrelated to ResNet. The residual connection stabilizes the training and convergence of deep neural networks with hundreds of layers, and is a common motif in deep neural networks, such as transformer models (e.g., BERT, and GPT models such as ChatGPT), the AlphaGo Zero system, the AlphaStar system, and the AlphaFold system. Mathematics In a multilayer neural network model, consider a subnetwork with a certain number of stacked layers (e.g., 2 or 3). Denote the underlying function performed by this subnetwork as H ( x ) {\displaystyle H(x)} , where x {\displaystyle x} is the input to the subnetwork. Residual learning re-parameterizes this subnetwork and lets the parameter layers represent a "residual function" F ( x ) = H ( x ) − x {\displaystyle F(x)=H(x)-x} . The output y {\displaystyle y} of this subnetwork is then represented as: y = F ( x ) + x {\displaystyle y=F(x)+x} The operation of " + x {\displaystyle +\ x} " is implemented via a "skip connection" that performs an identity mapping to connect the input of the subnetwork with its output. This connection is referred to as a "residual connection" in later work. The function F ( x ) {\displaystyle F(x)} is often represented by matrix multiplication interlaced with activation functions and normalization operations (e.g., batch normalization or layer normalization). As a whole, one of these subnetworks is referred to as a "residual block". A deep residual network is constructed by simply stacking these blocks. Long short-term memory (LSTM) has a memory mechanism that serves as a residual connection. In an LSTM without a forget gate, an input x t {\displaystyle x_{t}} is processed by a function F {\displaystyle F} and added to a memory cell c t {\displaystyle c_{t}} , resulting in c t + 1 = c t + F ( x t ) {\displaystyle c_{t+1}=c_{t}+F(x_{t})} . An LSTM with a forget gate essentially functions as a highway network. To stabilize the variance of the layers' inputs, it is recommended to replace the residual connections x + f ( x ) {\displaystyle x+f(x)} with x / L + f ( x ) {\displaystyle x/L+f(x)} , where L {\displaystyle L} is the total number of residual layers. If the function F {\displaystyle F} is of type F : R n → R m {\displaystyle F:\mathbb {R} ^{n}\to \mathbb {R} ^{m}} where n ≠ m {\displaystyle n\neq m} , then F ( x ) + x {\displaystyle F(x)+x} is undefined. To handle this special case, a projection connection is used: y = F ( x ) + P ( x ) {\displaystyle y=F(x)+P(x)} where P {\displaystyle P} is typically a linear projection, defined by P ( x ) = M x {\displaystyle P(x)=Mx} where M {\displaystyle M} is a m × n {\displaystyle m\times n} matrix. The matrix is trained via backpropagation, as is any other parameter of the model. The introduction of identity mappings facilitates signal propagation in both forward and backward paths. If the output of the ℓ {\displaystyle \ell } -th residual block is the input to the ( ℓ + 1 ) {\displaystyle (\ell +1)} -th residual block (assuming no activation function between blocks), then the ( ℓ + 1 ) {\displaystyle (\ell +1)} -th input is: x ℓ + 1 = F ( x ℓ ) + x ℓ {\displaystyle x_{\ell +1}=F(x_{\ell })+x_{\ell }} Applying this formulation recursively, e.g.: x ℓ + 2 = F ( x ℓ + 1 ) + x ℓ + 1 = F ( x ℓ + 1 ) + F ( x ℓ ) + x ℓ {\displaystyle {\begin{aligned}x_{\ell +2}&=F(x_{\ell +1})+x_{\ell +1}\\&=F(x_{\ell +1})+F(x_{\ell })+x_{\ell }\end{aligned}}} yields the general relationship: x L = x ℓ + ∑ i = ℓ L − 1 F ( x i ) {\displaystyle x_{L}=x_{\ell }+\sum _{i=\ell }^{L-1}F(x_{i})} where L {\textstyle L} is the index of a residual block and ℓ {\textstyle \ell } is the index of some earlier block. This formulation suggests that there is always a signal that is directly sent from a shallower block ℓ {\textstyle \ell } to a deeper block L {\textstyle L} . The residual learning formulation provides the added benefit of mitigating the vanishing gradient problem to some extent. However, it is crucial to acknowledge that the vanishing gradient issue is not the root cause of the degradation problem, which is tackled through the use of normalization. To observe the effect of residual blocks on backpropagation, consider the partial derivative of a loss function E {\displaystyle {\mathcal {E}}} with respect to some residual block input x ℓ {\displaystyle x_{\ell }} . Using the equation above from forward propagation for a later residual block L > ℓ {\displaystyle L>\ell } : ∂ E ∂ x ℓ = ∂ E ∂ x L ∂ x L ∂ x ℓ = ∂ E ∂ x L ( 1 + ∂ ∂ x ℓ ∑ i = ℓ L − 1 F ( x i ) ) = ∂ E ∂ x L + ∂ E ∂ x L ∂ ∂ x ℓ ∑ i = ℓ L − 1 F ( x i ) {\displaystyle {\begin{aligned}{\frac {\partial {\mathcal {E}}}{\partial x_{\ell }}}&={\frac {\partial {\mathcal {E}}}{\partial x_{L}}}{\frac {\partial x_{L}}{\partial x_{\ell }}}\\&={\frac {\partial {\mathcal {E}}}{\partial x_{L}}}\left(1+{\frac {\partial }{\partial x_{\ell }}}\sum _{i=\ell }^{L-1}F(x_{i})\right)\\&={\frac {\partial {\mathcal {E}}}{\partial x_{L}}}+{\frac {\partial {\mathcal {E}}}{\partial x_{L}}}{\frac {\partial }{\partial x_{\ell }}}\sum _{i=\ell }^{L-1}F(x_{i})\end{aligned}}} This formulation suggests that the gradient computation of a shallower layer, ∂ E ∂ x ℓ {\textstyle {\frac {\partial {\mathcal {E}}}{\partial x_{\ell }}}} , always has a later term ∂ E ∂ x L {\textstyle {\frac {\partial {\mathcal {E}}}{\partial x_{L}}}} that is directly added. Even if the gradients of the F ( x i ) {\displaystyle F(x_{i})} terms are small, the total gradient ∂ E ∂ x ℓ {\textstyle {\frac {\partial {\mathcal {E}}}{\partial x_{\ell }}}} resists vanishing due to the added term ∂ E ∂ x L {\textstyle {\frac {\partial {\mathcal {E}}}{\partial x_{L}}}} . Variants of residual blocks A basic block is the simplest building block studied in the original ResNet. This block consists of two sequential 3x3 convolutional layers and a residual connection. The input and output dimensions of both layers are equal. A bottleneck block consists of three sequential convolutional layers and a residual connection. The first layer in this block is a 1×1 convolution for dimension reduction (e.g., to 1/2 of the input dimension); the second layer performs a 3×3 convolution; the last layer is another 1×1 convolution for dimension restoration. The models of ResNet-50, ResNet-101, and ResNet-152 are all based on bottleneck blocks. The pre-activation residual block applies activation functions before applying the residual function F {\displaystyle F} . Formally, the computation of a pre-activation residual block can be written as: x ℓ + 1 = F ( ϕ ( x ℓ ) ) + x ℓ {\displaystyle x_{\ell +1}=F(\phi (x_{\ell }))+x_{\ell }} where ϕ {\displaystyle \phi } can be any activation (e.g. ReLU) or normalization (e.g. LayerNorm) operation. This design reduces the number of non-identity mappings between residual blocks, and allows an identity mapping directly from the input to the output. This design was used to train models with 200 to over 1000 layers, and was found to consistently outperform variants where the residual path is not an identity function. The pre-activation ResNet with 200 layers took 3 weeks to train for ImageNet on 8 GPUs in 2016. Since GPT-2, transformer blocks have been mostly implemented as pre-activation blocks. This is often referred to as "pre-normalization" in the literature of transformer models. Applications Originally, ResNet was designed for computer vision. All transformer architectures include residual connections. Indeed, very deep transformers cannot be trained without them. The original ResNet paper made no claim on being inspired by biological systems. However, later research has related ResNet to biologically-plausible algorithms. A study published in Science in 2023 disclosed the complete connectome of an insect brain (specifically that of a fruit fly larva). This study discovered "multilayer shortcuts" that resemble the skip connections in artificial neural networks, including ResNets. History Residual connections were noticed in neuroanatomy, such as Lorente de No (1938).: Fig 3 McCulloch and Pitts (1943) proposed artificial neural networks and considered those with residual connections.: Fig 1.h In 1961, Frank Rosenblatt described a three-layer multilayer perceptron (MLP) model with skip connections.: 313, Chapter 15 The model was referred to as a "cross-coupled system", and the skip connections were forms of cross-coupled connections. During the late 1980s, "skip-layer" connections were sometimes used in neural networks. Examples include: Lang and Witbrock (1988) trained a fully connected feedforward network where each layer skip-connects to all subsequent layers, like the later DenseNet (2016). In this work, the residual connection was the form x ↦ F ( x ) + P ( x ) {\displaystyle x\mapsto F(x)+P(x)} , where P {\displaystyle P} is a randomly-initialized projection connection. They termed it a "short-cut connection". An early neural language model used residual connections and named them "direct connections". Sepp Hochreiter discovered the vanishing gradient problem in 1991 and argued that it explained why the then-prevalent forms of recurrent neural networks did not work for long sequences. He and Schmidhuber later designed the LSTM architecture to solve this problem, which has a "cell state" c t {\displaystyle c_{t}} that can function as a generalized residual connection. The highway network (2015) applied the idea of an LSTM unfolded in time to feedforward neural networks, resulting in the highway network. ResNet is equivalent to an open-gated highway network. During the early days of deep learning, there were attempts to train increasingly deep models. Notable examples included the AlexNet (2012), which had 8 layers, and the VGG-19 (2014), which had 19 layers. However, stacking too many layers led to a steep reduction in training accuracy, known as the "degradation" problem. In theory, adding additional layers to deepen a network should not result in a higher training loss, but this is what happened with VGGNet. If the extra layers can be set as identity mappings, however, then the deeper network would represent the same function as its shallower counterpart. There is some evidence that the optimizer is not able to approach identity mappings for the parameterized layers, and the benefit of residual connections was to allow identity mappings by default. In 2014, the state of the art was training deep neural networks with 20 to 30 layers. The research team for ResNet attempted to train deeper ones by empirically testing various methods for training deeper networks, until they came upon the ResNet architecture. Wide Residual Network (2016) found that using more channels and fewer layers than the original ResNet improves performance and GPU-computational efficiency, and that a block with two 3×3 convolutions is superior to other configurations of convolution blocks. DenseNet (2016) connects the output of each layer to the input to each subsequent layer: x ℓ + 1 = F ( x 1 , x 2 , … , x ℓ − 1 , x ℓ ) {\displaystyle x_{\ell +1}=F(x_{1},x_{2},\dots ,x_{\ell -1},x_{\ell })} Stochastic depth is a regularization method that randomly drops a subset of layers and lets the signal propagate through the identity skip connections. Also known as DropPath, this regularizes training for deep models, such as vision transformers. ResNeXt (2017) combines the Inception module with ResNet. Squeeze-and-Excitation Networks (2018) added squeeze-and-excitation (SE) modules to ResNet. An SE module is applied after a convolution, and takes a tensor of shape R H × W × C {\displaystyle \mathbb {R} ^{H\times W\times C}} (height, width, channels) as input. Each channel is averaged, resulting in a vector of shape R C {\displaystyle \mathbb {R} ^{C}} . This is then passed through a multilayer perceptron (with an architecture such as linear-ReLU-linear-sigmoid) before it is multiplied with the original tensor. It won the ILSVRC in 2017. References
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-Story_of_Mojang2_15-0] | [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://www.fast.ai/posts/2019-02-19-fastec2.html] | [TOKENS: 3590]
fastec2: AWS computer management for regular folks Jeremy Howard February 15, 2019 On this page This is part 1 of a series on fastec2. To learn how to run and monitor long-running tasks with fastec2 check out part 2. AWS EC2 is a wonderful system; it allows anyone to rent a computer for a few cents an hour, including a fast network connection and plenty of disk space. I’m particularly grateful to AWS, because thanks to their Activate program we’ve got lots of compute credits to use for our research and development at fast.ai. But if you’ve spent any time working with AWS EC2, then for setting it up you’ve probably found yourself stuck between the slow and complex AWS Console GUI, and the verbose and clunky command line interface (CLI). There are various tools available to streamline AWS management, but they tend towards the power user end of the spectrum, written for people that are deploying dozens of computers in complex architectures. Where’s the tool for regular folks? Folks who just want to launch a computer or two for getting some work done, and shutting it down when it’s finished? Folks who aren’t really that keen to learn a whole bunch of AWS-specific jargon about VPCs and Security Groups and IAM Roles and oh god please just make it go away… Contents Since I’m an extremely regular folk myself, I figured I better go write that tool. So here it is: fastec2. Is it for you? Here’s a summary of what it is designed to make easy (‘instance’ here simply means ‘AWS computer’): I expect that this will be most useful to people who are doing data analysis, data collection, and machine learning model training. Note that fastec2 is not designed to make it easy to manage huge fleets of servers on set up complex network architectures, or to help with deployment of applications. If you’re wanting to do that, you might want to check out Terraform or CloudFormation. To see how it works, let’s do a complete walkthru of creating a new Amazon Machine Image (AMI), then lauching an AMI from this instance, and connecting to it. We’ll also see how to launch a spot instance, running a long-running script on it, and collect the results of the script. I’m assuming you already have an AWS account, and know the basics of connecting to instances with ssh. (If you’re not sure about this bit, first you should follow this tutorial on DataCamp.) Note that much of the coolest functionality in fastec2 is being provided by the wonderful Fire, Paramiko, and boto3 libraries—so a big thanks to all the wonderful people that made these available! Overview The main use case that we’re looking to support with fastec2 is as follows: you want to interactively start and stop machines of various types, each time getting the same programs, data, and configuration automatically. Sometimes you’ll create an on-demand image and start and stop it as required. You may also want to change the instance type occassionally, such as adding a GPU, or increasing the RAM. (This can be done instantly with a single command!) Sometimes you’ll fire up a spot instance in order to run a script and save the results (such as for training a machine learning model, or completing a web scraping task). The key to having this work well is to set up an AMI which is set up just as you need it. You may think of an AMI as being something that only sysadmin geniuses at Amazon build for you, but as you’ll see it’s actually pretty quick and easy. By making it easy to create and use AMIs, you can then easily create the machines you need, when you need them. Everything in fastec2 can also be done through the AWS Console, and through the official AWS CLI. Furthermore, there’s lots of things that fastec2 can’t do—it’s not meant to be complete, it’s meant to be convenient for the most commonly used functionality. But hopefully you’ll discover that for what it provides, it makes it easier and faster than anything else out there… Installation and configuration You’ll need python 3.6 or later - we highly recommend installing Anaconda if you’re not already using python 3.6. It lets you have as many different python versions as you want, and different environments, and switch between them as needed. To install fastec2: You can also save some time by installing tab-completion for your shell. See the readme for setup steps for this. Once installed, hit Tab at any point to complete a command, or hit Tab again to see possible alternatives. fastec2 uses a python interface to the AWS CLI to do its work, so you’ll need to configure this. The CLI uses region codes, instead of the region names you see in that console. To find out the region code for the region you wish to use, fastec2 can help. To run the fastec2 application type fe2, along with a command name and any required arguments. The command region will show the first code that matches the (case-sensitive) substring you provide, eg (note that I’m using ‘$’ to indicate the lines you type, and other lines are the responses): Now that you have your region code, you can configure AWS CLI: For information on setting this up, including getting your access keys for AWS, see Configuring the AWS CLI. Creating your initial on-demand instance Life is much easier when you can rapidly create new instances which are all set up just how you like them, with the right software installed, data files downloaded, and configuration set up. You can do this by creating an AMI, which is simply a “frozen” version of a computer that you’ve set up, and can then recreate as many times as you like, nearly instantly. Therefore, we will first set up an EC2 instance with whatever we’re going to need (we’ll call this your base instance). (You might already have an instance set up, in which case you can skip this step). One thing that will make things a bit easier is if you ensure you have a key pair on AWS called “default”. If you don’t, go ahead and upload or create one with that name now. Although fastec2 will happily use other named keys if you wish, you’ll need to specify the key name every time if you don’t use “default”. You don’t need to make your base instance disk very big, since you can always use a larger size later when you launch new instances using your AMI. Generally 60GB is a reasonable size to choose. To create our base image, we’ll need to start with some existing AMI that contains a Linux distribution. If you already have some preferred AMI that you use, feel free to use it; otherwise, we suggest using the latest stable Ubuntu image. To get the AMI id for the latest Ubuntu, type: This shows a powerful feature of fastec2: all commands that start with “get-” return an AWS object, on which you can call any method or property (each of these commands also has a version without the get- prefix, which prints a brief summary of the object instead of returning it). Type your method or property name after a hyphen, as shown above. In this case, we’re getting the ‘id’ property of the AMI object returned by get-ami (which defaults to the latest stable Ubuntu image; see below for examples of other AMIs). To see the list of properties and methods, simply call the command without a property or method added: Now you can launch your instance—this creates a new “on-demand” Linux instance, and when complete (it’ll take a couple of minutes) it will print out the name, id, status, and IP address. The command will wait until ssh is accessible on your new instance before it returns: The fe2 launch command takes a minimum of 4 parameters: the name of the instance to create, the ami to use (either id or name—here we’re using the AMI id we retrieved earlier), the size of the disk to create (in GB), and the instance type. You can learn about the different instance types available from this AWS page. To see the pricing of different instances, you can use this command (replace m5 with whichever instance series you’re interested in; note that currently only US prices are displayed, and they may not be accurate or up to date—use the AWS web site for full price lists): With our instance running, we can now connect to it with ssh: Now you can configure your base instance as required, so go ahead and apt install any software you want, copy over data files you’ll need, and so forth. In order to use some features of fastec2 (discussed below) you’ll need tmux and lsyncd installed in your AMI, so go ahead and install then now (sudo apt install -y tmux lsyncd). Also, if you’ll be using the long-running script functionality in fastec2 you’ll need a private key in your ~/.ssh directory which has permission to connect to another instance to save results of the script. So copy your regular private key over (if it’s not too sensitive) or create a new one (type: ssh-keygen) and grab the ~/.ssh/id_dsa.pub file it creates. Check: make sure you’ve done the following in your instance before you make it into an AMI: installed lsyncd and tmux; copied over your private key. If you want to connect to jupyter notebook, or any other service on your instance, you can use ssh tunneling. To create ssh tunnels, add an extra argument to the above fe2 connect command, passing in either a single int (one port) or an array (multiple ports), e.g.: This doesn’t do any fancy fowarding between different machines on the networks - it’s just a direct connection from the computer you run fe2 connect on, to your computer you’re ssh’ing to. So generally you’ll run this on your own PC, and then access (for Jupyter) http://localhost:8888 in your browser. Creating your Amazon Machine Instance (AMI) Once you’ve configured your base instance, you can create your own AMI: Here ‘freeze’ is the command, and ‘base’ is the argument. Replace myname with the name of your base instance that you wish to “freeze” into an AMI. Note that your instance will be rebooted during this process, so ensure that you’ve saved any open documents and it’s OK to shut down. It might take 15 mins or so for the process to complete (for very large disks of hundreds of GB it could take hours). To check on progress, either look in the AMIs section of the AWS console, or type this command (it will display ‘pending’ whilst it is still creating the image): (As you’ll see, this is using the method-calling functionality of fastec2 that we saw earlier.) Launching and connecting to your instance Now you’ve gotten your AMI, you can launch a new instance using that template. It only take a couple of minutes for your new instance to be created, as follows: We’re calling our new instance ‘inst1’, and using the ‘base’ AMI we created earlier. As you can see, the disk size and instance type need not be the same as you used when creating the AMI (although the disk size can’t be smaller than the size you created with). You can see all the options available for the launch command; we’ll see how to use the iops and spot parameters in the next section: Congratulations, you’ve launched your first instance from your own AMI! You can repeat the previous fe2 launch command, just passing in a different name, to create more instances, and ssh to each with fe2 connect <name>. To shutdown an instance, enter in the terminal of your instance: …or alternatively enter in the terminal of your own computer (change inst1 to the name of your instance): If you replace stop with terminate in the above command it will terminate your instance (i.e. it will destroy it, and by default will remove all of your data on the instance; when terminating the instance, fastec2 will also remove its name tag, so it’s immediately available to reuse). If you want to have fastec2 wait until the instance is stopped, use this command (otherwise it will happen automatically in the background): Here’s a really handy feature: after you’ve stopped your instance, you can change it to a different type! This means that you can do your initial prototyping on a cheap instance type, and then run your big analysis on a super-fast machine when you’re ready. Then you can re-start your instance and connect to it as before: With all this playing around with instances you may get lost as to what you’ve created and what’s actually running! To find out, just use the instances command: The instances with “No public IP” will automatically get a public IP when you start them. Generally you won’t need to worry about what the IP is, since you can fe2 connect using just the name; however you can always grab the IP through fastec2 if needed: Launching a spot instance Spot instances can be 70% (or more) cheaper than on-demand instances. However, they may be shut down at any time, may not always be available, and all data on their root volume is deleted when they are shut down (in fact, they can only be terminated; they can’t be shut down and restarted later). Spot instance prices vary over time, by instance type, and by region. To see the last 3 days’ pricing for instances in a group (in this case, for p3 types), enter: Let’s compare to on-demand pricing: That’s looking pretty good! To get more detailed price graphs, check out the spot pricing tool on the AWS console, or else try using the fastec2 jupyter notebook API. This API is identical to the fe2 command, except that you create an instance of the EC2 class (optionally passing a region to the constructor), and call methods on that class. (If you haven’t used Jupyter Notebook before, then you should definitely check it out, because it’s amazingly great! Here’s a helpful tutorial from the kind folks at DataQuest to get you started.) The price-demand method has an extra feature when used in a notebook that prints the last few weeks prices in a graph for you (note that hyphens must be replaced with underscores in the notebook API). To launch a spot instance, just add --spot to your launch command: Note that this is only requesting a spot instance. It’s possible that no capacity will be available for your request. In that case, after a few minutes you’ll see an error from fastec2 telling you that the request failed. We can see that the above request was successful, because it’s printed out a message showing the new instance is “running”. Remember: if you stop this spot instance it will be terminated and all data will be lost! And AWS can decide to shut it down at any time. Using the interactive REPL and ssh API How do you know what methods and properties are available? And how can you access them more conveniently? The answer is: use the interactive REPL! A picture tells a thousand words:… If you add -- -i to the end of a command which returns an object (which is currently the instance, get-ami, and ssh commands) then you’ll be popped in to an IPython session with that object available in the special name result. So just type result. and hit Tab to see all the methods and properties available. This is a full python interpreter, so you can use the full power of python to interact with this object. When you’re done, hit Ctrl-d twice to exit. One interesting use of this is to experiment with the ssh command, which provides an API to issue commands to the remote instance via ssh. The object returned by this command is a standard Paramiko SSHClient, with a couple of extra goodies. One of those goodies is send(cmd), which sends ‘cmd’ to a tmux session (that’s automatically started) on the instance. This is mainly designed for you to use from scripts, but you can experiment with it via the REPL, as shown below. If you just want to explore the fastec2 API interactively, the easiest way is by launching the REPL using fe2 i (you can optionally append a region id or part of a region name). A fastec2.EC2 object called e will be automatically created for you. Type e. and hit Tab to see a list of options. IPython is started in smart autocall mode, which means that you often don’t even need to type parentheses to run methods. For instance: fastec2 provides many convenient methods for managing AWS EC2, and also adds functionalty to make SSH and SFTP easier to use. We’ll look at these features of the fastec2 API in more detail in a future article. If you want to learn how to run and monitor long-running tasks with fastec2 check out part 2 of this series, where we’ll also see how fastec2 helps to create and use volumes and snapshots, including automatic formatting/mounting.
========================================
[SOURCE: https://en.wikipedia.org/wiki/Template:Continents_of_Earth] | [TOKENS: 100]
Contents Template:Continents of Earth Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania This template's initial visibility currently defaults to autocollapse, meaning that if there is another collapsible item on the page (a navbox, sidebar, or table with the collapsible attribute), it is hidden apart from its title bar; if not, it is fully visible. To change this template's initial visibility, the |state= parameter may be used: See also
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-303] | [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/Graph_neural_network] | [TOKENS: 3639]
Contents Graph neural network Graph neural networks (GNN) are specialized artificial neural networks that are designed for tasks whose inputs are graphs. One prominent example is molecular drug design. Each input sample is a graph representation of a molecule, where atoms form the nodes and chemical bonds between atoms form the edges. In addition to the graph representation, the input also includes known chemical properties for each of the atoms. Dataset samples may thus differ in length, reflecting the varying numbers of atoms in molecules, and the varying number of bonds between them. The task is to predict the efficacy of a given molecule for a specific medical application, like eliminating E. coli bacteria. The key design element of GNNs is the use of pairwise message passing, such that graph nodes iteratively update their representations by exchanging information with their neighbors. Several GNN architectures have been proposed, which implement different flavors of message passing, started by recursive or convolutional constructive approaches. As of 2022[update], it is an open question whether it is possible to define GNN architectures "going beyond" message passing, or instead every GNN can be built on message passing over suitably defined graphs. In the more general subject of "geometric deep learning", certain existing neural network architectures can be interpreted as GNNs operating on suitably defined graphs. A convolutional neural network layer, in the context of computer vision, can be considered a GNN applied to graphs whose nodes are pixels and only adjacent pixels are connected by edges in the graph. A transformer layer, in natural language processing, can be considered a GNN applied to complete graphs whose nodes are words or tokens in a passage of natural language text. Relevant application domains for GNNs include natural language processing, social networks, citation networks, molecular biology, chemistry, physics and NP-hard combinatorial optimization problems. Open source libraries implementing GNNs include PyTorch Geometric (PyTorch), TensorFlow GNN (TensorFlow), Deep Graph Library (framework agnostic), jraph (Google JAX), and GraphNeuralNetworks.jl/GeometricFlux.jl (Julia, Flux). Architecture The architecture of a generic GNN implements the following fundamental layers: It has been demonstrated that GNNs cannot be more expressive than the Weisfeiler–Leman Graph Isomorphism Test. In practice, this means that there exist different graph structures (e.g., molecules with the same atoms but different bonds) that cannot be distinguished by GNNs. More powerful GNNs operating on higher-dimension geometries such as simplicial complexes can be designed. As of 2022[update], whether or not future architectures will overcome the message passing primitive is an open research question. Message passing layers Message passing layers are permutation-equivariant layers mapping a graph into an updated representation of the same graph. Formally, they can be expressed as message passing neural networks (MPNNs). Let G = ( V , E ) {\displaystyle G=(V,E)} be a graph, where V {\displaystyle V} is the node set and E {\displaystyle E} is the edge set. Let N u {\displaystyle N_{u}} be the neighbourhood of some node u ∈ V {\displaystyle u\in V} . Additionally, let x u {\displaystyle \mathbf {x} _{u}} be the features of node u ∈ V {\displaystyle u\in V} , and e u v {\displaystyle \mathbf {e} _{uv}} be the features of edge ( u , v ) ∈ E {\displaystyle (u,v)\in E} . An MPNN layer can be expressed as follows: where ϕ {\displaystyle \phi } and ψ {\displaystyle \psi } are differentiable functions (e.g., artificial neural networks), and ⨁ {\displaystyle \bigoplus } is a permutation invariant aggregation operator that can accept an arbitrary number of inputs (e.g., element-wise sum, mean, or max). In particular, ϕ {\displaystyle \phi } and ψ {\displaystyle \psi } are referred to as update and message functions, respectively. Intuitively, in an MPNN computational block, graph nodes update their representations by aggregating the messages received from their neighbours. The outputs of one or more MPNN layers are node representations h u {\displaystyle \mathbf {h} _{u}} for each node u ∈ V {\displaystyle u\in V} in the graph. Node representations can be employed for any downstream task, such as node/graph classification or edge prediction. Graph nodes in an MPNN update their representation aggregating information from their immediate neighbours. As such, stacking n {\displaystyle n} MPNN layers means that one node will be able to communicate with nodes that are at most n {\displaystyle n} "hops" away. In principle, to ensure that every node receives information from every other node, one would need to stack a number of MPNN layers equal to the graph diameter. However, stacking many MPNN layers may cause issues such as oversmoothing and oversquashing. Oversmoothing refers to the issue of node representations becoming indistinguishable. Oversquashing refers to the bottleneck that is created by squeezing long-range dependencies into fixed-size representations. Countermeasures such as skip connections (as in residual neural networks), gated update rules and jumping knowledge can mitigate oversmoothing. Modifying the final layer to be a fully-adjacent layer, i.e., by considering the graph as a complete graph, can mitigate oversquashing in problems where long-range dependencies are required. Other "flavours" of MPNN have been developed in the literature, such as graph convolutional networks and graph attention networks, whose definitions can be expressed in terms of the MPNN formalism. The graph convolutional network (GCN) was first introduced by Thomas Kipf and Max Welling in 2017. A GCN layer defines a first-order approximation of a localized spectral filter on graphs. GCNs can be understood as a generalization of convolutional neural networks to graph-structured data. The formal expression of a GCN layer reads as follows: where H {\displaystyle \mathbf {H} } is the matrix of node representations h u {\displaystyle \mathbf {h} _{u}} , X {\displaystyle \mathbf {X} } is the matrix of node features x u {\displaystyle \mathbf {x} _{u}} , σ ( ⋅ ) {\displaystyle \sigma (\cdot )} is an activation function (e.g., ReLU), A ~ {\displaystyle {\tilde {\mathbf {A} }}} is the graph adjacency matrix with the addition of self-loops, D ~ {\displaystyle {\tilde {\mathbf {D} }}} is the graph degree matrix with the addition of self-loops, and Θ {\displaystyle \mathbf {\Theta } } is a matrix of trainable parameters. In particular, let A {\displaystyle \mathbf {A} } be the graph adjacency matrix: then, one can define A ~ = A + I {\displaystyle {\tilde {\mathbf {A} }}=\mathbf {A} +\mathbf {I} } and D ~ i i = ∑ j ∈ V A ~ i j {\displaystyle {\tilde {\mathbf {D} }}_{ii}=\sum _{j\in V}{\tilde {A}}_{ij}} , where I {\displaystyle \mathbf {I} } denotes the identity matrix. This normalization ensures that the eigenvalues of D ~ − 1 2 A ~ D ~ − 1 2 {\displaystyle {\tilde {\mathbf {D} }}^{-{\frac {1}{2}}}{\tilde {\mathbf {A} }}{\tilde {\mathbf {D} }}^{-{\frac {1}{2}}}} are bounded in the range [ 0 , 1 ] {\displaystyle [0,1]} , avoiding numerical instabilities and exploding/vanishing gradients. A limitation of GCNs is that they do not allow multidimensional edge features e u v {\displaystyle \mathbf {e} _{uv}} . It is however possible to associate scalar weights w u v {\displaystyle w_{uv}} to each edge by imposing A u v = w u v {\displaystyle A_{uv}=w_{uv}} , i.e., by setting each nonzero entry in the adjacency matrix equal to the weight of the corresponding edge. The graph attention network (GAT) was introduced by Petar Veličković et al. in 2018. A graph attention network is a combination of a GNN and an attention layer. The implementation of attention layer in graphical neural networks helps provide attention or focus to the important information from the data instead of focusing on the whole data. A multi-head GAT layer can be expressed as follows: where K {\displaystyle K} is the number of attention heads, ‖ {\displaystyle {\Big \Vert }} denotes vector concatenation, σ ( ⋅ ) {\displaystyle \sigma (\cdot )} is an activation function (e.g., ReLU), α i j {\displaystyle \alpha _{ij}} are attention coefficients, and W k {\displaystyle W^{k}} is a matrix of trainable parameters for the k {\displaystyle k} -th attention head. For the final GAT layer, the outputs from each attention head are averaged before the application of the activation function. Formally, the final GAT layer can be written as: Attention in Machine Learning is a technique that mimics cognitive attention. In the context of learning on graphs, the attention coefficient α u v {\displaystyle \alpha _{uv}} measures how important is node u ∈ V {\displaystyle u\in V} to node v ∈ V {\displaystyle v\in V} . Normalized attention coefficients are computed as follows: where a {\displaystyle \mathbf {a} } is a vector of learnable weights, ⋅ T {\displaystyle \cdot ^{T}} indicates transposition, e u v {\displaystyle \mathbf {e} _{uv}} are the edge features (if present), and LeakyReLU {\displaystyle {\text{LeakyReLU}}} is a modified ReLU activation function. Attention coefficients are normalized to make them easily comparable across different nodes. A GCN can be seen as a special case of a GAT where attention coefficients are not learnable, but fixed and equal to the edge weights w u v {\displaystyle w_{uv}} . The gated graph sequence neural network (GGS-NN) was introduced by Yujia Li et al. in 2015. The GGS-NN extends the GNN formulation by Scarselli et al. to output sequences. The message passing framework is implemented as an update rule to a gated recurrent unit (GRU) cell. A GGS-NN can be expressed as follows: where ‖ {\displaystyle \Vert } denotes vector concatenation, 0 {\displaystyle \mathbf {0} } is a vector of zeros, Θ {\displaystyle \mathbf {\Theta } } is a matrix of learnable parameters, GRU {\displaystyle {\text{GRU}}} is a GRU cell, and l {\displaystyle l} denotes the sequence index. In a GGS-NN, the node representations are regarded as the hidden states of a GRU cell. The initial node features x u ( 0 ) {\displaystyle \mathbf {x} _{u}^{(0)}} are zero-padded up to the hidden state dimension of the GRU cell. The same GRU cell is used for updating representations for each node. Local pooling layers Local pooling layers coarsen the graph via downsampling. Subsequently, several learnable local pooling strategies that have been proposed are presented. For each case, the input is the initial graph represented by a matrix X {\displaystyle \mathbf {X} } of node features, and the graph adjacency matrix A {\displaystyle \mathbf {A} } . The output is the new matrix X ′ {\displaystyle \mathbf {X} '} of node features, and the new graph adjacency matrix A ′ {\displaystyle \mathbf {A} '} . We first set y = X p ‖ p ‖ {\displaystyle \mathbf {y} ={\frac {\mathbf {X} \mathbf {p} }{\Vert \mathbf {p} \Vert }}} where p {\displaystyle \mathbf {p} } is a learnable projection vector. The projection vector p {\displaystyle \mathbf {p} } computes a scalar projection value for each graph node. The top-k pooling layer can then be formalised as follows: where i = top k ( y ) {\displaystyle \mathbf {i} ={\text{top}}_{k}(\mathbf {y} )} is the subset of nodes with the top-k highest projection scores, ⊙ {\displaystyle \odot } denotes element-wise matrix multiplication, and sigmoid ( ⋅ ) {\displaystyle {\text{sigmoid}}(\cdot )} is the sigmoid function. In other words, the nodes with the top-k highest projection scores are retained in the new adjacency matrix A ′ {\displaystyle \mathbf {A} '} . The sigmoid ( ⋅ ) {\displaystyle {\text{sigmoid}}(\cdot )} operation makes the projection vector p {\displaystyle \mathbf {p} } trainable by backpropagation, which otherwise would produce discrete outputs. We first set where GNN {\displaystyle {\text{GNN}}} is a generic permutation equivariant GNN layer (e.g., GCN, GAT, MPNN). The Self-attention pooling layer can then be formalised as follows: where i = top k ( y ) {\displaystyle \mathbf {i} ={\text{top}}_{k}(\mathbf {y} )} is the subset of nodes with the top-k highest projection scores, ⊙ {\displaystyle \odot } denotes element-wise matrix multiplication. The self-attention pooling layer can be seen as an extension of the top-k pooling layer. Differently from top-k pooling, the self-attention scores computed in self-attention pooling account both for the graph features and the graph topology. Heterophilic Graph Learning Homophily principle, i.e., nodes with the same labels or similar attributes are more likely to be connected, has been commonly believed to be the main reason for the superiority of Graph Neural Networks (GNNs) over traditional Neural Networks (NNs) on graph-structured data, especially on node-level tasks. However, recent work has identified a non-trivial set of datasets where GNN's performance compared to the NN's is not satisfactory. Heterophily, i.e., low homophily, has been considered the main cause of this empirical observation. People have begun to revisit and re-evaluate most existing graph models in the heterophily scenario across various kinds of graphs, e.g., heterogeneous graphs, temporal graphs and hypergraphs. Moreover, numerous graph-related applications are found to be closely related to the heterophily problem, e.g. graph fraud/anomaly detection, graph adversarial attacks and robustness, privacy, federated learning and point cloud segmentation, graph clustering, recommender systems, generative models, link prediction, graph classification and coloring, etc. In the past few years, considerable effort has been devoted to studying and addressing the heterophily issue in graph learning. Applications Graph neural networks are one of the main building blocks of AlphaFold, an artificial intelligence program developed by Google's DeepMind for solving the protein folding problem in biology. AlphaFold achieved first place in several CASP competitions. Social networks are a major application domain for GNNs due to their natural representation as social graphs. GNNs are used to develop recommender systems based on both social relations and item relations. GNNs are used as fundamental building blocks for several combinatorial optimization algorithms. Examples include computing shortest paths or Eulerian circuits for a given graph, deriving chip placements superior or competitive to handcrafted human solutions, and improving expert-designed branching rules in branch and bound. When viewed as a graph, a network of computers can be analyzed with GNNs for anomaly detection. Anomalies within provenance graphs often correlate to malicious activity within the network. GNNs have been used to identify these anomalies on individual nodes and within paths to detect malicious processes, or on the edge level to detect lateral movement. Water distribution systems can be modelled as graphs, being then a straightforward application of GNN. This kind of algorithm has been applied to water demand forecasting, interconnecting District Metered Areas(DMAs) to improve the forecasting capacity. Other application of this algorithm on water distribution modelling is the development of metamodels. To represent an image as a graph structure, the image is first divided into multiple patches, each of which is treated as a node in the graph. Edges are then formed by connecting each node to its nearest neighbors based on spatial or feature similarity. This graph-based representation enables the application of graph learning models to visual tasks. The relational structure helps to enhance feature extraction and improve performance on image understanding. Graph-based representation of text helps to capture deeper semantic relationships between words. Many studies have used graph networks to enhance performance in various text processing tasks such as text classification, question answering, Neural Machine Translation (NMT), event extraction, fact verification, etc. References External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-GSint3_16-2] | [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/Africa] | [TOKENS: 15736]
Contents Africa Africa is the world's second-largest and second-most populous continent after Asia. At about 30.3 million km2 (11.7 million square miles) including adjacent islands, it covers around 20% of Earth's land area and 6% of its total surface area. With nearly 1.4 billion people as of 2021, it accounts for about 18% of the world's human population. Africa's population is the youngest among all the continents; the median age in 2012 was 19.7, when the worldwide median age was 30.4. Based on 2024 projections, Africa's population will exceed 3.8 billion people by 2100. Africa is the least wealthy inhabited continent per capita and second-least wealthy by total wealth, ahead of Oceania. Scholars have attributed this to different factors including geography, climate, corruption, colonialism, the Cold War, and neocolonialism. Despite this low concentration of wealth, recent economic expansion and a large and young population make Africa an important economic market in the broader global context, and Africa has a large quantity of natural resources. Africa straddles the equator and the prime meridian. The continent is surrounded by the Mediterranean Sea to the north, the Arabian Plate and the Gulf of Aqaba to the northeast, the Indian Ocean to the southeast and the Atlantic Ocean to the west. France, Italy, Portugal, Spain, and Yemen have parts of their territories located on African geographical soil, mostly in the form of islands. The continent includes Madagascar and various archipelagos. It contains 54 fully recognised sovereign states, eight cities and islands that are part of non-African states, and two de facto independent states with limited or no recognition. This count does not include Malta and Sicily, which are geologically part of the African continent. Algeria is Africa's largest country by area, and Nigeria is its largest by population. African nations cooperate through the establishment of the African Union, which is headquartered in Addis Ababa. Africa is highly biodiverse; it is the continent with the largest number of megafauna species, as it was least affected by the extinction of the Pleistocene megafauna. However, Africa is also heavily affected by a wide range of environmental issues, including desertification, deforestation, water scarcity, and pollution. These entrenched environmental concerns are expected to worsen as climate change impacts Africa. The UN Intergovernmental Panel on Climate Change has identified Africa as the continent most vulnerable to climate change. The history of Africa is long, complex, and varied, and has often been under-appreciated by the global historical community. In African societies the oral word is revered, and they have generally recorded their history via oral tradition, which has led anthropologists to term them "oral civilisations", contrasted with "literate civilisations" which pride the written word.[a]: 142–143 African culture is rich and diverse both within and between the continent's regions, encompassing art, cuisine, music and dance, religion, and dress. Africa, particularly Eastern Africa, is widely accepted to be the place of origin of humans and the Hominidae clade, also known as the great apes. The earliest hominids and their ancestors have been dated to around 7 million years ago, and Homo sapiens (modern human) are believed to have originated in Africa 350,000 to 260,000 years ago.[b] In the 4th and 3rd millennia BCE Ancient Egypt, Kerma, Punt, and the Tichitt Tradition emerged in North, East and West Africa, while from 3000 BCE to 500 CE the Bantu expansion swept from modern-day Cameroon through Central, East, and Southern Africa, displacing or absorbing groups such as the Khoisan and Pygmies. Some African empires include Wagadu, Mali, Songhai, Sokoto, Ife, Benin, Asante, the Fatimids, Almoravids, Almohads, Ayyubids, Mamluks, Kongo, Mwene Muji, Luba, Lunda, Kitara, Aksum, Ethiopia, Adal, Ajuran, Kilwa, Sakalava, Imerina, Maravi, Mutapa, Rozvi, Mthwakazi, and Zulu. Despite the predominance of states, many societies were heterarchical and stateless.[c] Slave trades created various diasporas, especially in the Americas. From the late 19th century to early 20th century, driven by the Second Industrial Revolution, most of Africa was rapidly conquered and colonised by European nations, save for Ethiopia and Liberia. European rule had significant impacts on Africa's societies, and colonies were maintained for the purpose of economic exploitation and extraction of natural resources. Most present states emerged from a process of decolonisation following World War II, and established the Organisation of African Unity in 1963, the predecessor to the African Union. The nascent countries decided to keep their colonial borders, with traditional power structures used in governance to varying degrees. Etymology Afri was a Latin name used to refer to the inhabitants of what was then known as northern Africa, located west of the Nile river, and in its widest sense referring to all lands south of the Mediterranean, also known as Ancient Libya. This name seems to have originally referred to a native Libyan tribe, an ancestor of modern Berbers; see Terence for discussion. The name had usually been connected with the Phoenician word ʿafar meaning "dust", but a 1981 hypothesis has asserted that it stems from the Berber word ifri (plural ifran) meaning "cave", in reference to cave dwellers. The same word may be found in the name of the Banu Ifran from Algeria and Tripolitania, a Berber tribe originally from Yafran (also known as Ifrane) in northwestern Libya, as well as the city of Ifrane in Morocco. Under Roman rule, Carthage became the capital of the province then named Africa Proconsularis, following the Roman victory over the Carthaginians in the Third Punic War in 146 BC, which also included the coastal part of modern Libya. The Latin suffix -ica can sometimes be used to denote a land (e.g., in Celtica from Celtae, as used by Julius Caesar). The later Muslim region of Ifriqiya, following its conquest of the Byzantine (Eastern Roman) Empire's Exarchatus Africae, also preserved a form of the name. According to the Romans, Africa lies to the west of Egypt, while "Asia" was used to refer to Anatolia and lands to the east. A definite line was drawn between the two continents by the geographer Ptolemy (85–165 CE), indicating Alexandria along the Prime Meridian and making the isthmus of Suez and the Red Sea the boundary between Asia and Africa. As Europeans came to understand the real extent of the continent, the idea of "Africa" expanded with their knowledge. Other etymological hypotheses have been postulated for the ancient name "Africa": The terms "North Africa" and "Sub-Saharan Africa" has been subject to recent criticism from some scholars due to its historical root in colonialist discourse which arbitrarily separated Africa into a white "northern" Africa and black "southern" Africa, overlooking common genetic links and regional diversity across the continent. History In accordance with African cosmology, African historical consciousness viewed historical change and continuity, order and purpose within the framework of man and his environment, the gods, and his ancestors, and he believed himself part of a holistic spiritual entity. In African societies, the historical process is largely a communal one, with eyewitness accounts, hearsay, reminiscences, and occasionally visions, dreams, and hallucinations crafted into narrative oral traditions which are performed and transmitted through generations.: 12 : 48 In oral traditions time is sometimes mythical and social, and ancestors were considered historical actors.[d]: 43–53 Mind and memory shapes traditions, as events are condensed over time and crystallise into clichés.: 11 Oral tradition can be exoteric or esoteric. It speaks to people according to their understanding, unveiling itself in accordance with their aptitudes.: 168 In African epistemology, the epistemic subject "experiences the epistemic object in a sensuous, emotive, intuitive, abstractive understanding, rather than through abstraction alone, as is the case in Western epistemology" to arrive at a "complete knowledge", and as such oral traditions, music, proverbs, and the like were used in the preservation and transmission of knowledge. Africa is considered by most paleoanthropologists to be the oldest inhabited territory on Earth, with the Human species originating from the continent. During the mid-20th century, anthropologists discovered many fossils and evidence of human occupation perhaps as early as seven million years ago ("Before Present"; BP). Fossil remains of several species of early apelike humans thought to have evolved into modern humans, such as Australopithecus afarensis radiometrically dated to approximately 3.9–3.0 million years BP, Paranthropus boisei (c. 2.3–1.4 million years BP) and Homo ergaster (c. 1.9 million–600,000 years BP) have been discovered. After the evolution of Homo sapiens approximately 350,000 to 260,000 years BP in Africa, the continent was mainly populated by groups of hunter-gatherers. These first modern humans left Africa and populated the rest of the globe during the Out of Africa II migration dated to approximately 50,000 years BP, exiting the continent either across Bab-el-Mandeb over the Red Sea, the Strait of Gibraltar in Morocco, or the Isthmus of Suez in Egypt. Other migrations of modern humans within the African continent have been dated to that time, with evidence of early human settlement found in Southern Africa, Southeast Africa, North Africa, and the Sahara. At the end of the Ice ages, estimated to have been around 10,500 BC, the Sahara had again become a green fertile valley, and its African populations returned from the interior and coastal highlands in Africa, with rock art paintings depicting a fertile Sahara and large populations discovered in Tassili n'Ajjer dating back perhaps 10 millennia. However, the warming and drying climate meant that by 5,000 BC, the Sahara region was becoming increasingly dry and hostile. Around 3500 BC, due to a tilt in the Earth's orbit, the Sahara experienced a period of rapid desertification. The domestication of cattle in Africa preceded agriculture and seems to have existed alongside hunter-gatherer cultures. It is speculated that by 6,000 BC, cattle were domesticated in North Africa. In West Africa, a wet phase ushered in an expanding rainforest and wooded savanna from Senegal to Cameroon. Between 9,000 and 5,000 BC, Niger–Congo speakers domesticated the oil palm and raffia palm. Black-eyed peas and voandzeia (African groundnuts), were domesticated, followed by okra and kola nuts. Since most of the plants grew in the forest, the Niger–Congo speakers invented polished stone axes for clearing forest.: 82–4 Pygmies are thought to have inhabited Central Africa for many millennia, splitting into eastern and western groups around 5,000 BP. Over 150,000 BP, there was an early dispersal of anatomically modern humans to Southern Africa, equated with the modern-day Khoisan who have preserved their traditional hunter-gatherer way of life.[e] From 3500 BC, nomes (ruled by nomarchs) coalesced to form the kingdoms of Lower Egypt and Upper Egypt in northeast Africa. Around 3100 BC Upper Egypt conquered Lower Egypt to unify Egypt under the 1st dynasty, with the process of consolidation and assimilation completed by the time of the 3rd dynasty who formed the Old Kingdom of Egypt in 2686 BC.: 62–63 The Kingdom of Kerma emerged around this time to become the dominant force in Nubia, controlling territory as large as Egypt between the 1st and 4th cataracts of the Nile. The height of the Old Kingdom saw the construction of many great pyramids, though under the 6th dynasty power gradually decentralised to the nomarchs, culminating in the disintegration of the kingdom, exacerbated by drought and famine. Around 2055 BC, the 11th dynasty, based in Thebes, conquered the others to form the Middle Kingdom of Egypt, and the 12th dynasty expanded into Lower Nubia at the expense of Kerma.: 68–71 Around 1700 BC, the Middle Kingdom fractured in two, and the Hyksos (a militaristic people from Palestine) invaded and conquered Lower Egypt, while Kerma coordinated invasions deep into Egypt to reach its greatest extent. In 1550 BC, the 18th dynasty expelled the Hyksos, and established the New Kingdom of Egypt. The New Kingdom conquered the Levant from the Canaanites, Mittani, Amorites, and Hittites, and extinguished Kerma, incorporating Nubia into the empire, and sending the Egyptian empire into its golden age.: 73 Internal struggles, drought, famine, and invasions by a confederation of seafaring peoples contributed to the New Kingdom's collapse in 1069 BC.: 76–77 The New Kingdom's collapse liberated the Kingdom of Kush in Nubia, which manoeuvred into power in Upper Egypt and conquered Lower Egypt in 754 BC to form the Kushite Empire. The Kushites ruled for a century and oversaw a revival in pyramid building, until they were driven out of Egypt by the Assyrians in 663 BC in reprisal for their expansion towards the Assyrian Empire. The Assyrians installed a puppet dynasty that later gained independence and once more unified Egypt, until it was conquered by the Achaemenid Empire in 525 BC.: 77 Egypt briefly regained independence from the Achaemenids under the 28th dynasty from 404 to 343 BC. The conquest of Achaemenid Egypt by Alexander the Great in 332 BC marked the beginning of Hellenistic rule and the installation of the Macedonian Ptolemaic dynasty in Egypt.: 119 The Ptolemaics lost their holdings outside of Africa to the Seleucids in the Syrian Wars, expanded into Cyrenaica, and briefly occupied part of Kush in the 3rd century BC.: 384–93 In the 1st century BC, Ptolemaic Egypt became entangled in a Roman civil war, leading to its conquest by the Romans in 30 BC. Kush persisted as a major regional power until, having been weakened from internal rebellion amid worsening climatic conditions, invasions by Aksum and the Noba caused their disintegration into Makuria, Alodia, and Nobatia around the 5th century AD. In the Horn of Africa, there was the Land of Punt, a kingdom on the Red Sea which was a close trading partner of Ancient Egypt in the 3rd and 2nd millennia BC. Rodolfo Fattovich equated it to the Gash Group in the Sudanese-Eritrean lowlands, and some scholars have hypothesised modern-day Somalia, while Kenneth Kitchen and Felix Chami locate it on Zanzibar Island.: 680 In the Eritrean-Ethiopian Highlands, the kingdom of dʿmt rose c. 980 BC as the region was incorporated into global trading networks, and it exhibited Sabaean influences which most scholars attribute to a small migration of Sabaeans and their assimilation. Several scholars consider there to have been other contemporaneous states,: 39–40 and dʿmt's collapse in the mid-1st century BC saw the region inhabited by small polities. Modern-day Somalia was inhabited by nomadic pastoralists, and along the Horn's coast there were many ancient Somali city-states that thrived off of the wider Red Sea trade, and enjoyed a lucrative monopoly on cinnamon from Ancient India due to their freedom from Roman interference.: 24–5, 33 In the 1st century AD, the Kingdom of Aksum rose from a city-state to rule much of the northern Ethiopian-Eritrean Highlands and the Red Sea port of Adulis. Aksum was described as one of the four great powers by Persian prophet Mani in the 3rd century.: 174 Aksum's king converted from traditional religion to Christianity in the 4th century, gradually followed by the population. In the 6th century, Aksum conquered South Arabia, though struggled to maintain control over it, and began to gradually lose its dominance over Red Sea trade to Persians and Arabs. Northwest Africa (the Maghreb) was inhabited by Berber semi-nomadic pastoralists. In the 1st millennium BC, Phoenician migration and settlement came in search for precious metals in the Gulf of Tunis.: 442 This grew into Ancient Carthage after gaining independence from Phoenicia in the 6th century BC, and they built an extensive trading empire with a strict mercantile network. Carthage's collapse and conquest by Rome in the Punic Wars (3rd and 2nd centuries BC) saw Numidia and Mauretania become major powers in the Maghreb. Towards the end of the 2nd century BC Mauretania fought alongside Numidia's Jugurtha against the Romans in the Jugurthine War after he had usurped the Numidian throne from a Roman ally. Together they inflicted heavy casualties, with the war only ending inconclusively when Mauretania's Bocchus I sold out Jugurtha to the Romans. Around the turn of the millennium, both came under direct Roman rule.: 460–2 While traditional religion predominated among Berbers, some people converted to Christianity. In the 5th century AD the Vandals conquered Roman Africa before the fall of Rome, though the province was reconquered by the Byzantines a century later. Large swathes of indigenous peoples regained self-governance in Masuna and its numerous successor polities in the Maghreb, including the kingdoms of Ouarsenis, Aurès, and Altava.: 495–7, 500–8 In the western Sahel the rise of settled communities occurred largely as a result of the domestication of millet and of sorghum, and cattle pastoralism began c. 2500 BC. Extensive east-west belts of deserts, grasslands, and forests from north to south were crucial for the moulding of their respective societies and meant that symbiotic trade relations developed in response to the differing environments.: 79–80 Beginning around 4000 BC, the Tichitt culture in modern-day Mauritania and Mali is the oldest known complexly organised society in West Africa, while others included the Kintampo culture in modern-day Ghana, the Nok culture in modern-day Nigeria, and the Daima culture around Lake Chad.: 603–12 Towards the end of the 3rd century AD, a wet period in the Sahel created areas for human habitation and exploitation that had not been habitable for the best part of a millennium. The Ghana Empire (also called Wagadu) rose out of the Tichitt culture, growing wealthy following the introduction of the camel to the western Sahel, which revolutionised the trans-Saharan trade that linked their capital and Aoudaghost with Tahert and Sijilmasa in North Africa. Soninke tradition holds that the final founding of Wagadu occurred after Dinga did a deal with Bida [fr], a serpent deity who was guarding a well, to sacrifice one maiden a year in exchange for assurance regarding plenty of rainfall and gold supply.[f] Based on large tumuli scattered across West Africa dating to this period, several scholars have speculated that there were further simultaneous and preceding states relative to Wagadu. In the Grasslands of northwestern Cameroon, Bantu-speaking agriculturalists started to gradually migrate south sometime between 5000 BC and 3000 BC. Despite intensive research, the cause of the migrations, and that of the directions taken, is still unclear,[g] however there is consensus that there were multiple dispersal events. Around 1500 BC, Bantu speakers reached central Cameroon. The 'Western Stream' likely followed the coast and the major rivers of the Congo system southwards to reach the southern fringe of the Congolian Rainforest around 500 BC (some may have used the sea to circumvent the rainforest). Their arrival coincided with the spread of iron metallurgy through Central Africa. Meanwhile, the 'Eastern Stream' travelled either the northern fringe of the rainforest or the Ubangi River eastwards, and reached just west of Lake Victoria around 500 BC. While there, Bantu speakers adopted iron metallurgy from Cushitic speakers already present, and coexisted with them.: 23–5 Dispersal from the Great Lakes region occurred in two more streams. One went west to meet the Western Stream in the DR Congo and Angola, while the other went south and spread across Eastern and Southern Africa.: 26 Around the turn of the millennium, Bantu speakers reached central modern-day Tanzania and near Dar es Salaam, before rapidly moving southwards along the coast to reach modern-day Kwazulu Natal in South Africa around the 3rd century AD. Throughout this, Bantu speakers displaced, replaced, or intermarried with and absorbed hunter-gatherer and agricultural groups.: 32 : 636 Pre-colonial Africa possessed as many as 10,000 different states and polities. These included small family groups of hunter-gatherers such as the San people of southern Africa; larger, more structured groups such as the family clan groupings of the Bantu peoples of central, southern, and eastern Africa; heavily structured clan groups in the Horn of Africa; the large Sahelian kingdoms; and autonomous city-states and kingdoms, such as those of the Akan; Edo, Yoruba, and Igbo people in West Africa; and the Swahili coastal trading towns of Southeast Africa. By the 9th century AD, a string of dynastic states, including the earliest Hausa states, stretched across the sub-Saharan savannah from the western regions to central Sudan. The most powerful of these states were Ghana, Gao, and the Kanem-Bornu Empire. Ghana declined in the eleventh century, but was succeeded by the Mali Empire, which consolidated much of western Sudan in the thirteenth century. Kanem accepted Islam in the eleventh century. In the forested regions of the West African coast, independent kingdoms grew with little influence from the Muslim north. The Kingdom of Nri, which was ruled by the Eze Nri, was established around the ninth century, making it one of the oldest kingdoms in present-day Nigeri. The Nri kingdom is famous for its elaborate bronzes, found at the town of Igbo-Ukwu. The Kingdom of Ife, historically the first of these Yoruba city-states or kingdoms, established government under a priestly oba ('king' or 'ruler' in the Yoruba language), called the Ooni of Ife. Ife was noted as a major religious and cultural centre in West Africa and for its unique naturalistic tradition of bronze sculpture. The Ife model of government was adapted by the Oyo Empire, whose obas, called the Alaafins of Oyo, controlled many other Yoruba and non-Yoruba city-states and kingdoms including the Fon Kingdom of Dahomey. The Almoravids were a Berber dynasty from the Sahara that spread over northwestern Africa and the Iberian peninsula during the eleventh century. The Banu Hilal and Banu Ma'qil were a collection of Arab Bedouin tribes from the Arabian Peninsula who migrated westwards via Egypt between the eleventh and thirteenth centuries. Their migration resulted in the fusion of the Arabs and Berbers, where the locals were arabised, and Arab culture absorbed elements of the local culture, under the unifying framework of Islam. Following the breakup of Mali, a local leader named Sonni Ali (1464–1492) founded the Songhai Empire in the region of middle Niger and the western Sudan and took control of the trans-Saharan trade. Sonni Ali seized Timbuktu in 1468 and Jenne in 1473, building his regime on trade revenues and the cooperation of Muslim merchants. His successor Askia Mohammad I (1493–1528) made Islam the official religion, built mosques, and brought to Gao Muslim scholars, including al-Maghili (d.1504), the founder of an important tradition of Sudanic African Muslim scholarship. By the eleventh century, some Hausa states – such as Kano, Jigawa, Katsina, and Gobir – had developed into walled towns engaging in trade, servicing caravans, and the manufacture of goods. Until the fifteenth century, these small states were on the periphery of the major Sudanic empires of the era, paying tribute to Songhai to the west and Kanem-Borno to the east. Slavery had long been practiced in Africa. Between the 15th and the 19th centuries, the Atlantic slave trade took an estimated 7–12 million slaves to the New World. In addition, more than 1 million Europeans were captured by Barbary pirates and sold as slaves in North Africa between the 16th and 19th centuries. The Trans-Saharan slave trade contributed to a mass movement of Africans across North Africa and wider Near East over several millennia. Islamic caliphs with Sub-Saharan African ancestry include Abu al-Misk Kafur Al-Mustansir Billah, Yaqub al-Mansur, Abu al-Hasan Ali ibn Othman, Sultan of the Marinid dynasty and Moulay Ismail Ibn Sharif. In West Africa, the decline of the Atlantic slave trade in the 1820s caused dramatic economic shifts in local polities. The gradual decline of slave-trading, prompted by a lack of demand for slaves in the New World, increasing anti-slavery legislation in Europe and America, and the British Royal Navy's increasing presence off the West African coast, obliged African states to adopt new economies. Between 1808 and 1860, the British West Africa Squadron seized approximately 1,600 slave ships and freed 150,000 Africans who were aboard. Action was also taken against African leaders who refused to agree to British treaties to outlaw the trade, for example against "the usurping King of Lagos", deposed in 1851. Anti-slavery treaties were signed with over 50 African rulers. The largest powers of West Africa (the Asante Confederacy, the Kingdom of Dahomey, and the Oyo Empire) adopted different ways of adapting to the shift. Asante and Dahomey concentrated on the development of "legitimate commerce" in the form of palm oil, cocoa, timber and gold, forming the bedrock of West Africa's modern export trade. The Oyo Empire, unable to adapt, collapsed into civil wars. The Scramble for Africa[h] was the invasion, conquest, and colonisation of most of Africa by seven Western European powers driven by the Second Industrial Revolution during the late 19th century and early 20th century in the era of "New Imperialism". Belgium, France, Germany, Italy, Portugal, Spain and the United Kingdom were the contending powers. In 1870, 10% of the continent was formally under European control. By 1914, this figure had risen to almost 90%; the only states retaining sovereignty were Liberia, Ethiopia, Egba,[i] Aussa, Mbunda, the Dervish State, the Darfur Sultanate, and the Ovambo kingdoms, most of which were later conquered. The 1884 Berlin Conference regulated European colonisation and trade in Africa, and is seen as emblematic of the "scramble". In the last quarter of the 19th century, there were considerable political rivalries between the European empires, which provided the impetus for the colonisation. The later years of the 19th century saw a transition from "informal imperialism" – military influence and economic dominance – to direct rule. With the decline of the European colonial empires in the wake of the two world wars, most African colonies gained independence during the Cold War, and decided to keep their colonial borders in the Organisation of African Unity conference of 1964 due to fears of civil wars and regional instability, placing emphasis on pan-Africanism. Imperial rule by Europeans continued until after the conclusion of World War II, when almost all remaining colonial territories gradually obtained formal independence. Independence movements in Africa gained momentum following World War II, which left the major European powers weakened. In 1951, Libya, a former Italian colony, gained independence. In 1956, Tunisia and Morocco won their independence from France. Ghana followed suit the next year (March 1957), becoming the first of the sub-Saharan colonies to be granted independence. Over the next decade, waves of decolonisation took place across the continent, culminating in the 1960 Year of Africa and the establishment of the Organisation of African Unity in 1963. Portugal's overseas presence in sub-Saharan Africa (most notably in Angola, Cape Verde, Mozambique, Guinea-Bissau, and São Tomé and Príncipe) lasted from the 16th century to 1975, after the Estado Novo regime was overthrown in a military coup in Lisbon. Rhodesia unilaterally declared independence from the United Kingdom in 1965, under the white minority government of Ian Smith, but was not internationally recognised as an independent state (as Zimbabwe) until 1980, when black nationalists gained power after a bitter guerrilla war. Although South Africa was one of the first African countries to gain independence, the state remained under the control of the country's white minority, initially through qualified voting rights and from 1956 by a system of racial segregation known as apartheid, until 1994. As of 2025, Africa contains 54 sovereign countries. Since independence, African states have frequently been hampered by instability, corruption, violence, and authoritarianism. The vast majority of African states are republics that operate under some form of the presidential system of rule. However, few of them have been able to sustain democratic governments on a permanent basis—per the criteria laid out by Lührmann et al. (2018), only Botswana and Mauritius have been consistently democratic for the entirety of their post-colonial history. Most African countries have experienced several coups or periods of military dictatorship. Between 1990 and 2018, though, the continent as a whole has trended towards more democratic governance. Upon independence an overwhelming majority of Africans lived in extreme poverty. The continent suffered from the lack of infrastructural or industrial development under colonial rule, along with political instability. With limited financial resources or access to global markets, relatively stable countries such as Kenya still experienced only very slow economic development. Only a handful of African countries succeeded in obtaining rapid economic growth prior to 1990. Exceptions include Libya and Equatorial Guinea, both of which possess large oil reserves. Instability throughout the continent after decolonisation resulted primarily from marginalisation of ethnic groups, and corruption. In pursuit of personal political gain, many leaders deliberately promoted ethnic conflicts, some of which had originated during the colonial period, such as from the grouping of multiple unrelated ethnic groups into a single colony, the splitting of a distinct ethnic group between multiple colonies, or existing conflicts being exacerbated by colonial rule (for instance, the preferential treatment given to ethnic Hutus over Tutsis in Rwanda during German and Belgian rule). Faced with increasingly frequent and severe violence, military rule was widely accepted by the population of many countries as means to maintain order, and during the 1970s and 1980s a majority of African countries were controlled by military dictatorships. Territorial disputes between nations and rebellions by groups seeking independence were also common in independent African states. The most devastating of these was the Nigerian Civil War, fought between government forces and an Igbo separatist republic, which resulted in a famine that killed 1–2 million people. Two civil wars in Sudan, the first lasting from 1955 to 1972 and the second from 1983 to 2005, collectively killed around 3 million. Both were fought primarily on ethnic and religious lines. Cold War conflicts between the United States and the Soviet Union also contributed to instability. Both the Soviet Union and the United States offered considerable incentives to African political and military leaders who aligned themselves with the superpowers' foreign policy. As an example, during the Angolan Civil War, the Soviet and Cuban aligned MPLA and the American aligned UNITA received the vast majority of their military and political support from these countries. Many African countries became highly dependent on foreign aid. The sudden loss of both Soviet and American aid at the end of the Cold War and fall of the USSR resulted in severe economic and political turmoil in the countries most dependent on foreign support. There was a major famine in Ethiopia between 1983 and 1985, killing up to 1.2 million people, which most historians attribute primarily to the forced relocation of farmworkers and seizure of grain by the communist Derg government, further exacerbated by the civil war. In 1994 a genocide in Rwanda resulted in up to 800,000 deaths, added to a severe refugee crisis and fueled the rise of militia groups in neighbouring countries. This contributed to the outbreak of the first and second Congo Wars, which were the most devastating military conflicts in modern Africa, with up to 5.5 million deaths, making it by far the deadliest conflict in modern African history and one of the costliest wars in human history. Various conflicts between various insurgent groups and governments continue. Since 2003, there has been an ongoing conflict in Darfur (Sudan), which peaked in intensity from 2003 to 2005 with notable spikes in violence in 2007 and 2013–15, killing around 300,000 people total. The Boko Haram Insurgency primarily within Nigeria (with considerable fighting in Niger, Chad, and Cameroon as well) has killed around 350,000 people since 2009. Most African conflicts have been reduced to low-intensity conflicts as of 2022. However, the Tigray War from 2020 to 2022 killed an estimated 300,000–500,000 people, primarily due to famine. Overall though, violence across Africa has greatly declined in the 21st century, with the end of civil wars in Angola, Sierra Leone, and Algeria in 2002, Liberia in 2003, and Sudan and Burundi in 2005. The Second Congo War, which involved 9 countries and several insurgent groups, ended in 2003. This decline in violence coincided with many countries abandoning communist-style command economies and opening up for market reforms, which over the course of the 1990s and 2000s promoted the establishment of permanent, peaceful trade between neighbouring countries (see Capitalist peace). Improved stability and economic reforms have led to a great increase in foreign investment into many African nations, mainly from China, which further spurred economic growth. Between 2000 and 2014, annual GDP growth in sub-Saharan Africa averaged 5.02%, doubling its total GDP from $811 billion to $1.63 trillion (constant 2015 USD). North Africa experienced comparable growth rates. A significant part of this growth can also be attributed to the facilitated diffusion of information technologies and specifically the mobile telephone. While several individual countries have maintained high growth rates, since 2014 overall growth has considerably slowed, primarily as a result of falling commodity prices, continued lack of industrialisation, and epidemics of Ebola and COVID-19. Geography Africa is the largest of the three great southward projections from the largest landmass of the Earth. Separated from Europe by the Mediterranean Sea, it is joined to Asia at its northeast extremity by the Isthmus of Suez (transected by the Suez Canal), 163 km (101 mi) wide. Geopolitically, Egypt's Sinai Peninsula east of the Suez Canal is often considered part of Africa as well. The coastline is 26,000 km (16,000 mi) long, and the absence of deep indentations of the shore is illustrated by the fact that Europe, which covers only 10,400,000 km2 (4,000,000 sq mi) – about a third of the surface of Africa – has a coastline of 32,000 km (20,000 mi). From the most northerly point, Ras ben Sakka in Tunisia (37°21' N), to the most southerly point, Cape Agulhas in South Africa (34°51'15" S), is a distance of approximately 8,000 km (5,000 mi). Cape Verde, 17°33'22" W, the westernmost point, is a distance of approximately 7,400 km (4,600 mi) to Ras Hafun, 51°27'52" E, the most easterly projection that neighbours Cape Guardafui, the tip of the Horn of Africa. Africa's largest country is Algeria, and its smallest country is Seychelles, an archipelago off the east coast. The smallest nation on the continental mainland is The Gambia. The African plate, also known as the Nubian plate, is a major tectonic plate that includes most of the continent of Africa (except for its easternmost part) and the adjacent oceanic crust to the west and south. It also includes a narrow strip of Western Asia along the Mediterranean Sea, including much of Palestine and Lebanon. It is bounded by the North American plate and South American plate to the west (separated by the Mid-Atlantic Ridge); the Arabian plate and Somali plate to the east; the Eurasian plate, Aegean Sea plate and Anatolian plate to the north; and the Antarctic plate to the south. Between 60 million years ago and 10 million years ago, the Somali plate began rifting from the African plate along the East African Rift. Since the continent of Africa consists of crust from both the African and the Somali plates, some literature refers to the African plate as the Nubian plate to distinguish it from the continent as a whole. The climate of Africa ranges from tropical to subarctic on its highest peaks. Its northern half is primarily desert, or arid, while its central and southern areas contain both savanna plains and dense jungle (rainforest) regions. In between, there is a convergence, where vegetation patterns such as sahel and steppe dominate. Africa is the hottest continent on Earth and 60% of the entire land surface consists of drylands and deserts. The record for the highest-ever recorded temperature, in Libya in 1922 (58 °C (136 °F)), was discredited in 2013. Climate change in Africa is a serious threat as Africa is one of the most vulnerable regions to the effects of climate change, despite contributing the least to causing it. Climate change is causing increasingly erratic rainfall patterns, more frequent extreme weather events including droughts, floods, and rising sea surface temperatures in Africa. These changes threaten food and water security, biodiversity, public health, and economic development. Africa is currently warming faster than the rest of the world on average. Climate change intensifies existing socioeconomic vulnerabilities. Large segments of the African population depend on climate-sensitive livelihoods such as agriculture (55 - 62% of the workforce in sub-Saharan Africa) and already live in poverty, heightening their exposure to shocks. Health outcomes worsen as heat stress, vector-borne diseases (such as malaria and dengue), and malnutrition become more prevalent. Over half (56%) of the over 2,000 recorded public health incidents in Africa between 2001 and 2021 were connected to climate change. Resource scarcity contributes to displacement and conflict, particularly in fragile regions. Urban areas, often characterized by informal settlements, face heightened risks from flooding and extreme heat. Africa has over 3,000 protected areas, with 198 marine protected areas, 50 biosphere reserves, and 80 wetlands reserves. Significant habitat destruction, increases in human population and poaching are reducing Africa's biological diversity and arable land. Human encroachment, civil unrest and the introduction of non-native species threaten biodiversity in Africa. This has been exacerbated by administrative problems, inadequate personnel and funding problems. Deforestation is affecting Africa at twice the world rate, according to the United Nations Environment Programme (UNEP). According to the University of Pennsylvania African Studies Center, 31% of Africa's pasture lands and 19% of its forests and woodlands are classified as degraded, and Africa is losing over four million hectares of forest per year, which is twice the average deforestation rate for the rest of the world. Some sources claim that approximately 90% of the original, virgin forests in West Africa have been destroyed. Over 90% of Madagascar's original forests have been destroyed since the arrival of humans 2000 years ago. About 65% of Africa's agricultural land suffers from soil degradation. Africa boasts perhaps the world's largest combination of density and "range of freedom" of wild animal populations and diversity, with wild populations of large carnivores (such as lions, hyenas, and cheetahs) and herbivores (such as buffalo, elephants, camels, and giraffes) ranging freely on primarily open non-private plains. It is also home to a variety of "jungle" animals including snakes and primates and aquatic life such as crocodiles and amphibians. In addition, Africa has the largest number of megafauna species, as it was least affected by the extinction of the Pleistocene megafauna. African environmental problems are problems caused by the direct and indirect human impacts on the natural environment and affect humans and nearly all forms of life in Africa. Issues include deforestation, soil degradation, air pollution, water pollution, coastal erosion, garbage pollution, climate change, Oil spills, Biodiversity loss, and water scarcity (resulting in problems with access to safe water supply and sanitation). These issues result in environmental conflict and are connected to broader social struggles for democracy and sovereignty. The scarcity of climate adaptation techniques in Africa makes it the least resilient continent to climate change. Politics The African Union (AU) is a continental union consisting of 55 member states. The union was formed, with Addis Ababa, Ethiopia, as its headquarters, on 26 June 2001. The union was officially established on 9 July 2002 as a successor to the Organisation of African Unity (OAU). In July 2004, the African Union's Pan-African Parliament (PAP) was relocated to Midrand, in South Africa, but the African Commission on Human and Peoples' Rights remained in Addis Ababa. The African Union, not to be confused with the AU Commission, is formed by the Constitutive Act of the African Union, which aims to transform the African Economic Community, a federated commonwealth, into a state under established international conventions. The African Union has a parliamentary government, known as the African Union Government, consisting of legislative, judicial and executive organs. It is led by the African Union President and Head of State, who is also the President of the Pan-African Parliament. A person becomes AU President by being elected to the PAP, and subsequently gaining majority support in the PAP. The powers and authority of the President of the African Parliament derive from the Constitutive Act and the Protocol of the Pan-African Parliament, as well as the inheritance of presidential authority stipulated by African treaties and by international treaties, including those subordinating the Secretary General of the OAU Secretariat (AU Commission) to the PAP. The government of the AU consists of all-union, regional, state, and municipal authorities, as well as hundreds of institutions, that together manage the day-to-day affairs of the institution. Extensive human rights abuses still occur in several parts of Africa, often under the oversight of the state. Most of such violations occur for political reasons, often as a side effect of civil war. Countries where major human rights violations have been reported in recent times include the Democratic Republic of the Congo, Sierra Leone, Liberia, Sudan, Zimbabwe, and Ivory Coast. African nations have made great efforts to respect international borders as inviolate for a long time. For example, the Organization of African Unity (OAU), which was established in 1963 and replaced by the African Union in 2002, set the respect for the territorial integrity of each country as one of its principles in OAU Charter. Indeed, compared with the formation of European countries, there have been fewer international conflicts in Africa for changing the borders, which has influenced country formation there and has enabled some countries to survive that might have been defeated and absorbed by others. Yet international conflicts have played out by support for proxy armies or rebel movements. Many states have experienced civil wars: including Rwanda, Sudan, Angola, Sierra Leone, Congo, Liberia, Ethiopia and Somalia. Wars of national liberation also often took up a Marxist, Marxist–Leninist, or Maoist character in ideological terms, where the independence of African nations was raised in Marxian terms. Early examples included the Union of the Peoples of Cameroon armed movement against French colonialism, a Marxist–Leninist insurgency, followed by similar movements in Congo (the Simba Rebellion). Che Guevara participated in the latter, and opined in 1967 that Africa was not ready for revolution. Despite this, in Zanzibar before and after unification with Tanzania, forms of socialism took hold. In Sudan under Gaafar Nimeiry, in Somalia under Siad Barre, in Ethiopia under the Dergue and Mengistu Haile Mariam, in Congo Brazzaville under various administration from the 1960s onwards including that of Denis Sassou-Nguesso, in Benin under Mathieu Kerekou, in the Seychelles under France-Albert René, in Angola, Mozambique and Guinea-Bissau before Portugal's 1974 Carnation Revolution, Marxism–Leninism was fashionable. Even after 1990, there are some examples of Military Marxism, such as a militia established by Ernest Wamba-dia-Wamba in Eastern Congo in the 1990s. List of states and territories The countries in this table are categorised according to the scheme for geographic subregions used by the United Nations, and data included are per sources in cross-referenced articles. Where they differ, provisos are clearly indicated. This list contains nine territories that are administered as incorporated areas of a primarily non-African country but that belong geographically to the African continent. Economy Although it has abundant natural resources, Africa remains the world's poorest and least-developed continent (other than Antarctica), the result of a variety of causes that may include corrupt governments that have often committed serious human rights violations, failed central planning, high levels of illiteracy, low self-esteem, lack of access to foreign capital, legacies of colonialism, the slave trade, the Cold War, and frequent tribal and military conflict (ranging from guerrilla warfare to genocide). The continent's total nominal GDP remains behind that of several individual countries, including the United States, China, Japan, Germany, the United Kingdom, India and France. According to the United Nations' Human Development Report in 2003, the bottom 24 ranked nations (151st to 175th) were all African. Poverty, illiteracy, malnutrition, inadequate water supply and sanitation, and poor health affect a large proportion of the people who reside on the African continent. In August 2008, the World Bank announced revised global poverty estimates based on a new international poverty line of $1.25 per day (versus the previous measure of $1.00). Eighty-one percent of the sub-Saharan African population was living on less than $2.50 (PPP) per day in 2005, compared with 86% for India. Sub-Saharan Africa is the least successful region of the world in reducing poverty ($1.25 per day); some 50% of the population living in poverty in 1981 (200 million people), a figure that rose to 58% in 1996 before dropping to 50% in 2005 (380 million people). The average poor person in sub-Saharan Africa is estimated to live on only 70 cents per day, and was poorer in 2003 than in 1973, indicating increasing poverty in some areas. Some of it is attributed to unsuccessful economic liberalisation programmes spearheaded by foreign companies and governments, but other studies have cited bad domestic government policies more than external factors. Africa is now[when?] at risk of being in debt once again, particularly in sub-Saharan African countries. The last debt crisis in 2005 was resolved with help from the heavily indebted poor countries scheme (HIPC). The HIPC resulted in some positive and negative effects on the economy in Africa. About ten years after the 2005 debt crisis in sub-Saharan Africa was resolved, Zambia fell back into debt. A small reason was due to the fall in copper prices in 2011, but the bigger reason was that a large amount of the money Zambia borrowed was wasted or pocketed by the elite. From 1995 to 2005, Africa's rate of economic growth increased, averaging 5% in 2005. Some countries experienced still higher growth rates, notably Angola, Sudan and Equatorial Guinea, all of which had recently[when?] begun extracting their petroleum reserves or had expanded their oil extraction capacity. In a recently[when?] published analysis based on World Values Survey data, the Austrian political scientist Arno Tausch maintained that several African countries, most notably Ghana, perform quite well on scales of mass support for democracy and the market economy. The following table shows the projected nominal GDP and GDP per capita (at purchasing power parity) in 2025 by the IMF. Tausch's global value comparison based on the World Values Survey derived the following factor analytical scales: 1. The non-violent and law-abiding society 2. Democracy movement 3. Climate of personal non-violence 4. Trust in institutions 5. Happiness, good health 6. No redistributive religious fundamentalism 7. Accepting the market 8. Feminism 9. Involvement in politics 10. Optimism and engagement 11. No welfare mentality, acceptancy of the Calvinist work ethics. The spread in the performance of African countries with complete data, Tausch concluded "is really amazing". While one should be especially hopeful about the development of future democracy and the market economy in Ghana, the article suggests pessimistic tendencies for Egypt and Algeria, and especially for Africa's leading economy, South Africa. High human inequality, as measured by the UNDP's Human Development Report's Index of Human Inequality, impairs the development of human security. Tausch also maintains that the certain recent optimism, corresponding to economic and human rights data, emerging from Africa, is reflected in the development of a civil society. The continent is believed to hold 90% of the world's cobalt, 90% of its platinum, 50% of its gold, 98% of its chromium, 70% of its tantalite, 64% of its manganese and one-third of its uranium. The Democratic Republic of the Congo (DRC) has 70% of the world's coltan, a mineral used in the production of tantalum capacitors for electronic devices such as cell phones. The DRC also has more than 30% of the world's diamond reserves. Guinea is the world's largest exporter of bauxite. As the growth in Africa has been driven mainly by services and not manufacturing or agriculture, it has been growth without jobs and without reduction in poverty levels. In fact, the food security crisis of 2008, which took place on the heels of the global financial crisis, pushed 100 million people into food insecurity. In recent years,[when?] China has built increasingly stronger ties with African nations and is Africa's largest trading partner. In 2007, Chinese companies invested a total of US$1 billion in Africa. A Harvard University study led by professor Calestous Juma showed that Africa could feed itself by making the transition from importer to self-sufficiency. "African agriculture is at the crossroads; we have come to the end of a century of policies that favoured Africa's export of raw materials and importation of food. Africa is starting to focus on agricultural innovation as its new engine for regional trade and prosperity." The main source of electricity is hydropower, which contributes significantly to the current installed capacity for energy. The Kainji Dam is a typical hydropower resource generating electricity for all the large cities in Nigeria as well as their neighbouring country, Niger. Hence, the continuous investment in the last decade, which has increased the amount of power generated. Water development and management are complex in Africa due to the multiplicity of trans-boundary water resources (rivers, lakes and aquifers). Around 75% of sub-Saharan Africa falls within 53 international river basin catchments that traverse multiple borders. This particular constraint can also be converted into an opportunity if the potential for trans-boundary cooperation is harnessed in the development of the area's water resources. A multi-sectoral analysis of the Zambezi River, for example, shows that riparian cooperation could lead to a 23% increase in firm energy production without any additional investments. A number of institutional and legal frameworks for transboundary cooperation exist, such as the Zambezi River Authority, the Southern African Development Community (SADC) Protocol, Volta River Authority and the Nile Basin Commission. However, additional efforts are required to further develop political will, as well as the financial capacities and institutional frameworks needed for win-win multilateral cooperative actions and optimal solutions for all riparians. Demographics Africa is considered by anthropologists to be the most genetically diverse continent as a result of being the longest inhabited. Africa's population has rapidly increased over the last 40 years, and is consequently relatively young. In some African states, more than half the population is under 25 years of age. The total number of people in Africa increased from 229 million in 1950 to 630 million in 1990. As of 2021, the population of Africa is estimated at 1.4 billion. Africa's total population surpassing other continents is fairly recent; African population surpassed Europe in the 1990s, while the Americas was overtaken sometime around the year 2000. This increase in number of babies born in Africa compared to the rest of the world is expected to reach approximately 37% in the year 2050; while in 1990 sub-Saharan Africa accounted for only 16% of the world's births. The total fertility rate (children per woman) for Sub-Saharan Africa is 4.7 as of 2018, the highest in the world. All countries in sub-Saharan Africa had TFRs (average number of children) above replacement level in 2019 and accounted for 27.1% of global livebirths. In 2021, sub-Saharan Africa accounted for 29% of global births. Speakers of Bantu languages (part of the Niger–Congo family) are the majority in southern, central and southeast Africa. The Bantu-speaking peoples from the Sahel progressively expanded over most of sub-Saharan Africa. But there are also several Nilotic groups in South Sudan and East Africa, the mixed Swahili people on the Swahili Coast, and a few remaining indigenous Khoisan ("San" or "Bushmen") and Pygmy peoples in Southern and Central Africa, respectively. Bantu-speaking Africans also predominate in Gabon and Equatorial Guinea, and are found in parts of southern Cameroon. In the Kalahari Desert of Southern Africa, the distinct people known as the Bushmen (also "San", closely related to, but distinct from "Hottentots") have long been present. The San are physically distinct from other Africans and are the indigenous people of southern Africa.[citation needed] Pygmies are the pre-Bantu indigenous peoples of central Africa. The peoples of West Africa primarily speak Niger–Congo languages, belonging mostly to its non-Bantu branches, though some Nilo-Saharan and Afro-Asiatic speaking groups are also found. The Niger–Congo-speaking Yoruba, Igbo, Fulani, Akan, and Wolof ethnic groups are the largest and most influential. In the central Sahara, Mandinka or Mande groups are most significant. Chadic-speaking groups, including the Hausa, are found in more northerly parts of the region nearest to the Sahara, and Nilo-Saharan communities, such as the Songhai, Kanuri and Zarma, are found in the eastern parts of West Africa bordering Central Africa. The peoples of North Africa consist of three main indigenous groups: Berbers in the northwest, Egyptians in the northeast, and Nilo-Saharan-speaking peoples in the east. The Arabs who arrived in the 7th century AD introduced the Arabic language and Islam to North Africa. The Semitic Phoenicians (who founded Carthage) and Hyksos, the Indo-Iranian Alans, the Indo-European Greeks, Romans, and Vandals settled in North Africa as well. Significant Berber communities remain within Morocco and Algeria in the 21st century, while, to a lesser extent, Berber speakers are also present in some regions of Tunisia and Libya. The Berber-speaking Tuareg and other often-nomadic peoples are the principal inhabitants of the Saharan interior of North Africa. In Mauritania, there is a small but near-extinct Berber community in the north and Niger–Congo-speaking peoples in the south, though in both regions Arabic and Arab culture predominates. In Sudan, although Arabic and Arab culture predominate, it is mostly inhabited by groups that originally spoke Nilo-Saharan, such as the Nubians, Fur, Masalit and Zaghawa, who, over the centuries, have variously intermixed with migrants from the Arabian peninsula. Small communities of Afro-Asiatic-speaking Beja nomads can also be found in Egypt and Sudan. In the Horn of Africa, some Ethiopian and Eritrean groups (like the Amhara and Tigrayans, collectively known as Habesha) speak languages from the Semitic branch of the Afro-Asiatic language family, while the Oromo and Somali speak languages from the Cushitic branch of Afro-Asiatic. Prior to the decolonisation movements of the post-World War II era, Europeans were represented in every part of Africa. Decolonization during the 1960s and 1970s often resulted in the mass emigration of white settlers—especially from Algeria and Morocco (1.6 million pieds-noirs in North Africa), Kenya, Congo, Rhodesia, Mozambique and Angola. Between 1975 and 1977, over a million colonials returned to Portugal alone. Nevertheless, white Africans remain an important minority in many African states, particularly Zimbabwe, Namibia, Réunion, and South Africa. The country with the largest white African population is South Africa. Dutch and British diasporas represent the largest communities of European ancestry on the continent today. European colonisation also brought sizable groups of Asians, particularly from the Indian subcontinent, to British colonies. Large Indian communities are found in South Africa, and smaller ones are present in Kenya, Tanzania, and some other southern and southeast African countries. The large Indian community in Uganda was expelled by the dictator Idi Amin in 1972, though many have since returned. The islands in the Indian Ocean are also populated primarily by people of Asian origin, often mixed with Africans and Europeans. The Malagasy people of Madagascar are an Austronesian people, but those along the coast are generally mixed with Bantu, Arab, Indian and European origins. Malay and Indian ancestries are also important components in the group of people known in South Africa as Cape Coloureds (people with origins in two or more races and continents). During the 20th century, small but economically important communities of Lebanese have also developed in the larger coastal cities of West and East Africa, respectively. Source: Maddison and others (University of Groningen) Source: Maddison and others (University of Groningen) While Africans profess a wide variety of religious beliefs, the majority of the people respect African religions or parts of them. However, in formal surveys or census, most people will identify with major religions that came from outside the continent, mainly through colonisation. There are several reasons for this, the main one being the colonial idea that African religious beliefs and practices are not good enough. Religious beliefs and statistics on religious affiliation are difficult to come by since they are often a sensitive topic for governments with mixed religious populations. According to the World Book Encyclopedia, Islam and Christianity are the two largest religions in Africa. Islam is most prevalent in Northern Africa, and is the state religion of many North African countries, such as Algeria, where 99% of the population practices Islam. The majority of people in most governments in Southern, Southeast, and Central Africa, as well as in a sizable portion of the Horn of Africa and West Africa, identify as Christians. The Coptic Christians constitute a sizable minority in Egypt, and the Ethiopian Orthodox Church is the largest church in Ethiopia, with 36 million and 51 million adherents. According to Encyclopædia Britannica, 45% of the population are Christians, 40% are Muslims, and 10% follow traditional religions.[citation needed] A small number of Africans are Hindu, Buddhist, Confucianist, Baháʼí, or Jewish. There is also a minority of people in Africa who are irreligious. By most estimates, well over a thousand languages (UNESCO has estimated around two thousand) are spoken in Africa. Most are of African origin, though some are of European or Asian origin. Africa is the most multilingual continent in the world, and it is not rare for individuals to fluently speak not only multiple African languages, but one or more European ones as well.[further explanation needed] There are four major groups indigenous to Africa: Following the end of colonialism, nearly all African countries adopted official languages that originated outside the continent, although several countries also granted legal recognition to indigenous languages (such as Swahili, Yoruba, Igbo and Hausa). In numerous countries, English and French (see African French) are used for communication in the public sphere such as government, commerce, education and the media. Arabic, Portuguese, Afrikaans and Spanish are examples of languages that trace their origin to outside of Africa, and that are used by millions of Africans today, both in the public and private spheres. Italian is spoken by some in former Italian colonies in Africa. German is spoken in Namibia, as it was a former German protectorate. In total, at least a fifth of Africans speak the former colonial languages.[p] Moreover, in recent years some African countries have been considering removing their official former colonial languages, such as Mali, Burkina Faso and Niger which removed French as an official language in the 2020s in favour of native languages, while also renaming colonial street names. More than 85% of individuals in Africa use traditional medicine as an alternative to often expensive allopathic medical health care and costly pharmaceutical products. The Organization of African Unity (OAU) Heads of State and Government declared the 2000s decade as the African Decade on African traditional medicine in an effort to promote The WHO African Region's adopted resolution for institutionalising traditional medicine in health care systems across the continent. Public policy makers in the region are challenged with consideration of the importance of traditional/indigenous health systems and whether their coexistence with the modern medical and health sub-sector would improve the equitability and accessibility of health care distribution, the health status of populations, and the social-economic development of nations within sub-Saharan Africa. AIDS in post-colonial Africa is a prevalent issue. Although the continent is home to about 15.2 percent of the world's population, more than two-thirds of the total infected worldwide—some 35 million people—were Africans, of whom 15 million have already died. Sub-Saharan Africa alone accounted for an estimated 69 percent of all people living with HIV and 70 percent of all AIDS deaths in 2011. In the countries of sub-Saharan Africa most affected, AIDS has raised death rates and lowered life expectancy among adults between the ages of 20 and 49 by about twenty years. Furthermore, the life expectancy in many parts of Africa has declined, largely as a result of the HIV/AIDS epidemic with life-expectancy in some countries reaching as low as thirty-four years. Culture Some aspects of traditional African cultures have become less practised in recent years as a result of neglect and suppression by colonial and post-colonial regimes. For example, African customs were discouraged, and African languages were prohibited in mission schools. Leopold II of Belgium attempted to "civilize" Africans by discouraging polygamy and witchcraft. Obidoh Freeborn posits that colonialism is one element that has created the character of modern African art. According to authors Douglas Fraser and Herbert M. Cole, "The precipitous alterations in the power structure wrought by colonialism were quickly followed by drastic iconographic changes in the art." Fraser and Cole assert that, in Igboland, some art objects "lack the vigor and careful craftsmanship of the earlier art objects that served traditional functions." Author Chika Okeke-Agulu states that "the racist infrastructure of British imperial enterprise forced upon the political and cultural guardians of empire a denial and suppression of an emergent sovereign Africa and modernist art." Editors F. Abiola Irele and Simon Gikandi comment that the current identity of African literature had its genesis in the "traumatic encounter between Africa and Europe." On the other hand, Mhoze Chikowero believes that Africans deployed music, dance, spirituality, and other performative cultures to (re)assert themselves as active agents and indigenous intellectuals, to unmake their colonial marginalisation and reshape their own destinies. There is now a resurgence in the attempts to rediscover and revalue African traditional cultures, under such movements as the African Renaissance, led by Thabo Mbeki, Afrocentrism, led by a group of scholars, including Molefi Asante, as well as the increasing recognition of traditional spiritualism through decriminalisation of Vodou and other forms of spirituality. As of March 2023, 98 African properties are listed by UNESCO as World Heritage Sites. Among these proprieties, 54 are cultural sites, 39 are natural sites and 5 are mixed sites. The List of World Heritage in Danger includes 15 African sites. African art refers to works of visual art, including works of sculpture, painting, metalwork, and pottery, originating from the various peoples of the African continent and influenced by distinct, indigenous traditions of aesthetic expression. While the various artistic traditions of such a large and diverse continent display considerable regional and cultural variety, there are consistent artistic themes, recurring motifs, and unifying elements across the broad spectrum of the African visual expression. As is the case for every artistic tradition in human history, African art was created within specific social, political, and religious contexts. Likewise, African art was often created not purely for art's sake, but rather with some practical, spiritual, and/or didactic purpose in mind. In general, African art prioritizes conceptual and symbolic representation over realism, aiming to visualize the subject's spiritual essence. Ethiopian art, heavily influenced by Ethiopia's long-standing Christian tradition, is also different from most African art, where Traditional African religion (with Islam prevalent in the north east and north west presently) was dominant until the 20th century. African art includes prehistoric and ancient art, the Islamic art of West Africa, the Christian art of East Africa, and the traditional artifacts of these and other regions. Many African sculptures were historically made of wood and other natural materials that have not survived from earlier than a few centuries ago, although rare older pottery and metal figures can be found in some areas. Some of the earliest decorative objects, such as shell beads and evidence of paint, have been discovered in Africa, dating to the Middle Stone Age. Masks are important elements in the art of many people, along with human figures, and are often highly stylized. There exist diverse styles, which can often be observed within a single context of origin and may be influenced by the intended use of the object. Nevertheless, broad regional trends are discernible. Sculpture is most common among "groups of settled cultivators in the areas drained by the Niger and Congo rivers" in West Africa. Direct images of deities are relatively infrequent, but masks in particular are or were often made for ritual ceremonies. Since the late 19th century, there has been an increasing amount of African art in Western collections, the finest pieces of which are displayed as part of the history of colonization. African art had an important influence on European Modernist art, which was inspired by their interest in abstract depiction. It was this appreciation of African sculpture that has been attributed to the very concept of "African art", as seen by European and American artists and art historians. Like other aspects of the culture of Africa, the architecture of Africa is exceptionally diverse. Throughout the history of Africa, Africans have developed their own local architectural traditions. In some cases, broader regional styles can be identified, such as the Sudano-Sahelian architecture of West Africa. A common theme in traditional African architecture is the use of fractal scaling: small parts of the structure tend to look similar to larger parts, such as a circular village made of circular houses. African architecture in some areas has been influenced by external cultures for centuries, according to available evidence. Western architecture has influenced coastal areas since the late 15th century and is now an important source of inspiration for many larger buildings, particularly in major cities. African architecture uses a wide range of materials, including thatch, stick/wood, mud, mudbrick, rammed earth, and stone. These material preferences vary by region: North Africa for stone and rammed earth, the Horn of Africa for stone and mortar, West Africa for mud/adobe, Central Africa for thatch/wood and more perishable materials, Southeast and Southern Africa for stone and thatch/wood. Cinema of Africa refers to the film industries and films produced in the continent of Africa. It covers both the history and present of the making or screening of films on the African continent, and also refers to the persons involved in this form of audiovisual culture. It dates back to the late 19th century, when film reels were the primary cinematic technology in use. Cairo has been the capital of film industry in Africa since the early 20th century to the present day. As there are more than 50 countries with audiovisual traditions, there is no one single 'African cinema'. Both historically and culturally, there are major regional differences between North African and sub-Saharan cinemas, and between the cinemas of different countries. The Egyptian film industry and the Tunisian are also among the oldest in the world. Cinema of Egypt in particular is the most established and flourishing industry in Africa. Pioneers Auguste and Louis Lumière screened their films in Alexandria, Cairo, Tunis, Susa, Libya and Hammam-Lif, Tunisia in 1896. Albert Samama Chikly is often cited as the first producer of indigenous African cinema, screening his own short documentaries in the casino of Tunis as early as December 1905. The continent of Africa and its music is vast and highly diverse, with different regions and nations maintaining distinct musical traditions. African music includes genres such as makwaya, highlife, mbube, township music, jùjú, fuji, jaiva, afrobeat, afrofusion, mbalax, Congolese rumba, soukous, ndombolo, makossa, kizomba, and taarab, among others. African music also uses a wide variety of instruments from across the continent. The music and dance traditions of the African diaspora, shaped to varying degrees by African musical traditions, include American genres such as Dixieland jazz, blues, and jazz, as well as Caribbean styles such as calypso (see kaiso), and soca. Latin American music genres including cumbia, salsa, son cubano, rumba, conga, bomba, samba, and zouk developed from the music of enslaved Africans and have, in turn, influenced contemporary African popular music. African dance (also Afro dance, Afrodance and Afro-dance) refers to the various dance styles of sub-Saharan Africa. These dances are closely connected with the traditional rhythms and music traditions of the region. Music and dancing is an integral part of many traditional African societies. Songs and dances facilitate teaching and promoting social values, celebrating special events and major life milestones, performing oral history and other recitations, and spiritual experiences. African dance uses the concepts of polyrhythm and total body articulation. African dances are a collective activity performed in large groups, with significant interaction between dancers and onlookers in the majority of styles. Fifty-four African countries have football teams in the Confederation of African Football. Egypt has won the African Cup seven times, and a record-making three times in a row. Cameroon, Nigeria, Morocco, Senegal, Ghana, and Algeria have advanced to the knockout stage of recent FIFA World Cups. Morocco, at the 2022 World Cup in Qatar was the first African nation to reach the semi-finals of the FIFA Men's World Cup. South Africa hosted the 2010 World Cup tournament, becoming the first African country to do so. The top clubs in each African football league play the CAF Champions League, while lower-ranked clubs compete in CAF Confederation Cup. In recent years, the continent has progressed in terms of state-of-the-art basketball facilities, which have been built in cities such as Cairo, Dakar, Johannesburg, Kigali, Luanda and Rades. The number of African basketball players who drafted into the U.S. NBA has experienced growth in the 2010s. Cricket is popular in some African nations. South Africa and Zimbabwe have Test status, while Kenya is the leading non-test team and previously had One-Day International cricket (ODI) status (from 10 October 1997, until 30 January 2014). The three countries jointly hosted the 2003 Cricket World Cup. Namibia is the other African country to have played in a World Cup. Morocco, in northern Africa, hosted the 2002 Morocco Cup, but the national team has never qualified for a major tournament. Rugby is popular in several southern African nations. Namibia and Zimbabwe have appeared on multiple occasions at the Rugby World Cup, while South Africa is the most successful national team at the Rugby World Cup, having won the tournament on four occasions, in 1995, 2007, 2019, and 2023. Traditional sports were strictly marginalised during the colonial era, and many are dying or have gone extinct under the pressure of modernisation, however lots remain popular despite not having formal governmental recognition or support.: 193–194 Some examples are Senegalese wrestling, Dambe, Nguni stick-fighting, and Savika. See also Notes References Further reading External links General information History Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-305] | [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-307] | [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://www.fast.ai/posts/2019-02-20-fastec2-script.html] | [TOKENS: 1129]
fastec2 script: Running and monitoring long-running tasks Jeremy Howard February 15, 2019 On this page This is part 2 of a series on fastec2. For an introduction to fastec2, see part 1. Spot instances are particularly good for long-running tasks, since you can save a lot of money, and you can use more expensive instance types just for the period you’re actually doing heavy computation. fastec2 has some features to make this use case much more convenient. Let’s see an example. Here’s what we’ll be doing: Let’s look at the details of how this works, and how to use it. Later in this post, we’ll also see how to use fastec2’s volumes and snapshots functionality to make it easier to connect to large datasets. Setting up your monitoring instance and script First, create a script that completes the task you need. When running under fastec2, the script will be launched inside a directory called ~/fastec2, and this directory will also contain any extra files (that aren’t already in your AMI) needed for the script, and will be monitored for changes which are copied back to your on-demand instance (od1, in this guide). Here’s a example (we’ll call it myscript.sh) we can use for testing: When running, the environment variable FE2_DIR will be set to the directory your script and files are in. Remember to give your script executable permissions: When testing it on a fresh instance, just set FE2_DIR and create that directory, then see if your script runs OK (it’s a good idea to have some parameter to your script that causes it to run a quick version for testing). Running the script with fastec2 You need some computer running that can be used to collect the results of the long running script. You won’t want to use a spot instance for this, since it can be shut down at any time, causing you to lose your work. But it can be a cheap instance type; if you’ve had your AWS account for less than 1 year then you can use a t2.micro instance for free. Otherwise a t3.micro is a good choice—it should cost you around US$7/month (plus storage costs) if you leave it running. To run your script under fastec2, you need to provide the following information: E.g. this command will run myscript.sh on spot2 and copy results back to 18.188.16.203: Here’s what happens after you run the fe2 script line above: If you want the instance to terminate after the script completes, remember to include systemctl poweroff (for Ubuntu) or similar at the end of your script. Creating a data volume One issue with the above process is that if you have a bunch of different large datasets to work with, you either need to copy all of them to each AMI you want to use (which is expensive, and means recreating that AMI every time you add a dataset), or creating a new AMI for each dataset (which means as you change your configuration or add applications, that you have to change all your AMIs). An easier approach is to put your datasets on to a separate volume (that is, an AWS disk). fastec2 makes it easy to create a volume (formatted with ext4, which is the most common type of filesystem on Linux). To do so, it’s easiest to use the fastec2 REPL (see the last section of part 1 of this series for an introduction to the REPL), since we need an ssh object which can connect to an instance to mount and format our new volume. For instance, to create a volume using instance od1 (assuming it’s already running): As you see, the new disk has been mounted on the requested instance under the directory /mnt/fe2_disk, and the new volume has been given the same name (od1) as the instance it was created with. You can now connect to your instance and copy your datasets to this directory, and when you’re done, unmount the volume (sudo umount /mnt/fe2_disk in your ssh session), and then you can detach the volume with fastec2. If you do’nt have your previous REPL session open any more, you’ll need to get your volume object first, then you can detach it. In the future, you can re-mount your volume through the repl: Using snapshots A significant downside of volumes is that you can only attach a volume to one instance at a time. That means you can’t use volumes to launch lots of tasks all connected to the same dataset. Instead, for this purpose you should create a snapshot. A snapshot is a template for a volume; any volumes created from this snapshot will have the same data that the original volume did. Note however that snapshots are not updated with any additional information added to volumes—the data originally included in the snapshot remains without any changes. To create a snapshot from a volume (assuming you already have a volume object vol, as above, and you’ve detached it from the instance): You can now create a volume using this snapshot, which attaches to your instance automatically: Summary Now we’ve got all the pieces of the puzzle. In a future post we’ll discuss best practices for running tasks using fastec2 using all these pieces—but here’s the quick summary of the process: To run additional tasks, you only need to repeat the last 4 steps. You can automate that process using the API calls shown in this guide.
========================================
[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-PCGamer-315] | [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://www.fast.ai/posts/2019-01-29-five-scary-things.html] | [TOKENS: 2967]
Five Things That Scare Me About AI Rachel Thomas January 29, 2019 AI is being increasingly used to make important decisions. Many AI experts (including Jeff Dean, head of AI at Google, and Andrew Ng, founder of Coursera and deeplearning.ai) say that warnings about sentient robots are overblown, but other harms are not getting enough attention. I agree. I am an AI researcher, and I’m worried about some of the societal impacts that we’re already seeing. In particular, these 5 things scare me about AI: At the end, I’ll briefly share some positive ways that we can try to address these. Before we dive in, I need to clarify one point that is important to understand: algorithms (and the complex systems they are a part of) can make mistakes. These mistakes come from a variety of sources: bugs in the code, inaccurate or biased data, approximations we have to make (e.g. you want to measure health and you use hospital readmissions as a proxy, or you are interested in crime and use arrests as a proxy. These things are related, but not the same), misunderstandings between different stakeholders (policy makers, those collecting the data, those coding the algorithm, those deploying it), how computer systems interact with human systems, and more. This article discusses a variety of algorithmic systems. I don’t find debates about definitions particularly interesting, including what counts as “AI” or if a particular algorithm qualifies as “intelligent” or not. Please note that the dynamics described in this post hold true both for simpler algorithms, as well as more complex ones. Algorithms are often implemented without ways to address mistakes. After the state of Arkansas implemented software to determine people’s healthcare benefits, many people saw a drastic reduction in the amount of care they received, but were given no explanation and no way to appeal. Tammy Dobbs, a woman with cerebral palsy who needs an aid to help her to get out of bed, to go to the bathroom, to get food, and more, had her hours of help suddenly reduced by 20 hours a week, transforming her life for the worse. Eventually, a lengthy court case uncovered errors in the software implementation, and Tammy’s hours were restored (along with those of many others who were impacted by the errors). Observations of 5th grade teacher Sarah Wysocki’s classroom yielded positive reviews. Her assistant principal wrote, “It is a pleasure to visit a classroom in which the elements of sound teaching, motivated students and a positive learning environment are so effectively combined.” Two months later, she was fired by an opaque algorithm, along with over 200 other teachers. The head of the PTA and a parent of one of Wyscoki’s students described her as “One of the best teachers I’ve ever come in contact with. Every time I saw her, she was attentive to the children, went over their schoolwork, she took time with them and made sure.” That people are losing needed healthcare without an explanation or being fired without explanation is truly dystopian! As I covered in a previous post, people use outputs from algorithms differently than they use decisions made by humans: - Algorithms are more likely to be implemented with no appeals process in place. - Algorithms are often used at scale. - Algorithmic systems are cheap. - People are more likely to assume algorithms are objective or error-free. As Peter Haas said, “In AI, we have Milgram’s ultimate authority figure,” referring to Stanley Milgram’s famous experiments showing that most people will obey orders from authority figures, even to the point of harming or killing other humans. How much more likely will people be to trust algorithms perceived as objective and correct? There is a lot of overlap between these factors. If the main motivation for implementing an algorithm is cost-cutting, adding an appeals process (or even diligently checking for errors) may be considered an “unnecessary” expense. Cathy O’Neill, who earned her math PhD at Harvard, wrote a book Weapons of Math Destruction, in which she covers how algorithms are disproportionately impacting poor people, whereas the privileged are more likely to still have access to human attention (in hiring, education, and more). AI makes it easier to not feel responsible. Let’s return to the case of the buggy software used to determine health benefits in Arkansas. How could this have been prevented? In order to prevent severely disabled people from mistakenly losing access to needed healthcare, we need to talk about responsibility. Unfortunately, complex systems lend themselves to a dynamic in which nobody feels responsible for the outcome. The creator of the algorithm for healthcare benefits, Brant Fries (who has been earning royalties off this algorithm, which is in use in over half the 50 states), blamed state policy makers. I’m sure the state policy makers could blame the implementers of the software. When asked if there should be a way to communicate how the algorithm works to the disabled people losing their healthcare, Fries callously said, “It’s probably something we should do. Yeah, I also should probably dust under my bed,” and then later clarified that he thought it was someone else’s responsibility. This passing of the buck and failure to take responsibility is common in many bureaucracies. As danah boyd observed, “Bureaucracy has often been used to shift or evade responsibility. Who do you hold responsible in a complex system?” Boyd gives the examples of high-ranking bureaucrats in Nazi Germany, who did not see themselves as responsible for the Holocaust. boyd continues, “Today’s algorithmic systems are extending bureaucracy.” Another example of nobody feeling responsible comes from the case of research to classify gang crime. A database of gang members assembled by the Los Angeles Police Department (and 3 other California law enforcement agencies) was found to have 42 babies who were under the age of 1 when added to the gang database (28 were said to have admitted to being gang members). Keep in mind these are just some of the most obvious errors- we don’t know how many other people were falsely included. I don’t bring this up for the primary purpose of pointing fingers or casting blame. However, a world of complex systems in which nobody feels responsible for the outcomes (which can include severely disabled people losing access to the healthcare they need, or innocent people being labeled as gang members) is not a pleasant place. Our work is almost always a small piece of a larger whole, yet a sense of responsibility is necessary to try to address and prevent negative outcomes. AI encodes & magnifies bias. But isn’t algorithmic bias just a reflection of how the world is? I get asked a variation of this question every time I give a talk about bias. To which my answer is: No, our algorithms and products impact the world and are part of feedback loops. Consider an algorithm to predict crime and determine where to send police officers: sending more police to a particular neighhorhood is not just an effect, but also a cause. More police officers can lead to more arrests in a given neighborhood, which could cause the algorithm to send even more police to that neighborhood (a mechanism described in this paper on runaway feedback loops). Bias is being encoded and even magnified in a variety of applications: - software used to decide prison sentences that has twice as high a false positive rate for Black defendents as for white defendents - computer vision software from Amazon, Microsoft, and IBM performs significantly worse on people of color Since a Cambrian explosion of machine learning products is occuring, the biases that are calcified now and in the next few years may have a disproportionately huge impact for ages to come (and will be much harder to undo decades from now). Optimizing metrics above all else leads to negative outcomes. Worldwide, people watch 1 billion hours of YouTube per day (yes, that says PER DAY). A large part of YouTube’s successs has been due to its recommendation system, in which a video selected by an algorithm automatically begin playing once the previous video is over. Unfortunately, these recommendations are disproportionately for conspiracy theories promoting white supremacy, climate change denial, and denial of the mass shootings that plague the USA. What is going on? YouTube’s algorithm is trying to maximize how much time people spend watching YouTube, and conspiracy theorists watch significantly more YouTube than people who trust a variety of media sources. Unfortunately, a recommendation system trying only to maximize time spent on its own platform will incentivize content that tells you the rest of the media is lying. “YouTube may be one of the most powerful radicalizing instruments of the 21st century,” Professor Zeynep Tufekci wrote in the New York Times. Guillaume Chaslot is a former YouTube engineer turned whistleblower. He has been outspoken about the harms caused by YouTube, and he partnered with the Guardian and the Wall Street Journal to study the extremism and bias in YouTube’s recommendations. YouTube is owned by Google, which is earning billions of dollars by aggressively introducing vulnerable people to conspiracy theories, while the rest of society bears the externalized costs of rising authoritarian governments, a resurgence in white supremacist movements, failure to act on climate change (even as extreme weather is creating increasing numbers of refugees), growing distrust of mainstream news sources, and a failure to pass sensible gun laws. This problem is an example of the tyranny of metrics: metrics are just a proxy for what you really care about, and unthinkingly optimizing a metric can lead to unexpected, negative results. One analog example is that when the UK began publishing the success rates of surgeons, heart surgeons began turning down risky (but necessary) surgeries to try to keep their scores as high as possible. Returning to the account of the popular 5th grade teacher who was fired by an algorithm, she suspects that the underlying reason she was fired was that her incoming students had unusually high test scores the previous year (making it seem like their scores had dropped to a more average level after her teaching), and that their former teachers may have cheated. As USA education policy began over-emphasizing student test scores as the primary way to evaluate teachers, there have been widespread scandals of teachers and principals cheating by altering students scores, in Georgia, Indiana, Massachusetts, Nevada, Virginia, Texas, and elsewhere. When metrics are given undue importance, attempts to game those metrics become common. There is no accountability for big tech companies. Major tech companies are the primary ones driving AI advances, and their algorithms impact billions of people. Unfortunately, these companies have zero accountability. YouTube (owned by Google) is helping to radicalize people into white supremacy. Google allowed advertisers to target people who search racist phrases like “black people ruin neighborhoods” and Facebook allowed advertisers to target groups like “jew haters”. Amazon’s facial recognition technology misidentified 28 members of congress as criminals, yet it is already in use by police departments. Palantir’s predictive policing technology was used for 6 years in New Orleans, with city council members not even knowing about the program, much less having any oversight. The newsfeed/timeline/recommendation algorithms of all the major platforms tend to reward incendiary content, prioritizing it for users. In early 2018, the UN ruled that Facebook had played a “determining role” in the ongoing genocide in Myanmar. “I’m afraid that Facebook has now turned into a beast,” said the UN investigator. This result was not a surprise to anyone who had been following the situation in Myanmar. People warned Facebook executives about how the platform was being used to spread dehumanizing hate speech and incite violence against an ethnic minority as early as 2013, and again in 2014 and 2015. As early as 2014, news outlets such as Al Jazeera were covering Facebook’s role in inciting ethnic violence in Myanmar. One person close to the case said, “That’s not 20/20 hindsight. The scale of this problem was significant and it was already apparent.” Facebook execs were warned in 2015 that Facebook could play the same role in Myanmar that radio broadcasts had played during the 1994 Rwandan genocide. As of 2015, Facebook only employed 4 contractors who spoke Burmese (the primary language in Myanmar). Contrast Facebook’s inaction in Myanmar with their swift action in Germany after the passage of a new law, which could have resulted in penalties of up to 50 million euros. Facebook hired 1,200 German contractors in under a year. In 2018, five years after Facebook was first warned about how they were being used to incite violence in Myanmar, they hired “dozens” of Burmese contractors, a fraction of their response in Germany. The credible threat of a large financial penalty may be the only thing Facebook responds to. While it can be easy to focus on regulations that are misguided or ineffective, we often take for granted safety standards and regulations that have largely worked well. One major success story comes from automobile safety. Early cars had sharp metal knobs on dashboard that lodged in people’s skulls during crashes, plate glass windows that shattered dangerously, and non-collapsible steering columns that would frequently impale drivers. Beyond that, there was a widespread belief that the only issue with cars was the people driving them, and car manufactures did not want data on car safety to be collected. It took consumer safety advocates decades to push the conversation to how cars could be designed with greater safety, and to pass laws regarding seat belts, driver licenses, crash tests, and the collection of car crash data. For more on this topic, Datasheets for Datasets covers cases studies of how standardization came to the electronics, pharmaceutical, and automobile industries, and 99% Invisible has a deep dive on the history of car safety (with parallels and contrasts to the gun industry). How We Can Do Better The good news: none of the problems listed here are inherent to algorithms! There are ways we can do better: The problems we are facing can feel scary and complex. However, it is still very early on in this age of AI and increasing algorithmic automation. Now is a great time to take action: we can change our culture, cultivate a greater sense of responsibility for our work, seek out thoughtful accountability to counterbalance the inordinate power that major tech companies have, and choose to create more humane products and systems. Technology is just a tool, and it can be used for good or bad. Let’s work to use it for good, to improve the lives of many, rather than just generate wealth for a small number of people. Related Posts You may be interested in these related posts on tech and ethics:
========================================
[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-TechRadar:_History_18-2] | [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
========================================