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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://www.fast.ai/posts/2018-07-16-auto-ml2.html] | [TOKENS: 2260] |
An Opinionated Introduction to AutoML and Neural Architecture Search Rachel Thomas July 16, 2018 This is part 2 in a series. Check out part 1 here and part 3 here. Researchers from CMU and DeepMind recently released an interesting new paper, called Differentiable Architecture Search (DARTS), offering an alternative approach to neural architecture search, a very hot area of machine learning right now. Neural architecture search has been heavily hyped in the last year, with Google’s CEO Sundar Pichai and Google’s Head of AI Jeff Dean promoting the idea that neural architecture search and the large amounts of computational power it requires are essential to making machine learning available to the masses. Google’s work on neural architecture search has been widely and adoringly covered by the tech media (see here, here, here, and here for examples). During his keynote (starts around 22:20) at the TensorFlow DevSummit in March 2018, Jeff Dean posited that perhaps in the future Google could replace machine learning expertise with 100x computational power. He gave computationally expensive neural architecture search as a primary example (the only example he gave) of why we need 100x computational power in order to make ML accessible to more people. What is neural architecture search? Is it the key to making machine learning available to non-machine learning experts? I will dig into these questions in this post, and in my next post, I will look specifically at Google’s AutoML. Neural architecture search is a part of a broader field called AutoML, which has also been receiving a lot of hype and which we will consider first. Part 2 table of contents: What is AutoML? The term AutoML has traditionally been used to describe automated methods for model selection and/or hyperparameter optimization. These methods exist for many types of algorithms, such as random forests, gradient boosting machines, neural networks, and more. The field of AutoML includes open-source AutoML libraries, workshops, research, and competitions. Beginners often feel like they are just guessing as they test out different hyperparameters for a model, and automating the process could make this piece of the machine learning pipeline easier, as well as speeding things up even for experienced machine learning practitioners. There are a number of AutoML libraries, the oldest of which is AutoWEKA, which was first released in 2013 and automatically chooses a model and selects hyperparameters. Other notable AutoML libraries include auto-sklearn (which extends AutoWEKA to python), H2O AutoML, and TPOT. AutoML.org (formerly known as ML4AAD, Machine Learning for Automated Algorithm Design) has been organzing AutoML workshops at the academic machine learning conference ICML yearly since 2014. How useful is AutoML? AutoML provides a way to select models and optimize hyper-parameters. It can also be useful in getting a baseline to know what level of performance is possible for a problem. So does this mean that data scientists can be replaced? Not yet, as we need to keep the context of what else it is that machine learning practitioners do. For many machine learning projects, choosing a model is just one piece of the complex process of building machine learning products. As I covered in my previous post, projects can fail if participants don’t see how interconnected the various parts of the pipeline are. I thought of over 30 different steps that can be involved in the process. I highlighted two of the most time-consuming aspects of machine learning (in particular, deep learning) as cleaning data (and yes, this is an inseparable part of machine learning) and training models. While AutoML can help with selecting a model and choosing hyperparameters, it is important to keep perspective on what other data expertise is still needed and on the difficult problems remain. I will suggest some alternate approaches to AutoML for making machine learning practitioners more effective in the final section. What is neural architecture search? Now that we’ve covered some of what AutoML is, let’s look at a particularly active subset of the field: neural architecture search. Google CEO Sundar Pichai wrote that, “designing neural nets is extremely time intensive, and requires an expertise that limits its use to a smaller community of scientists and engineers. That’s why we’ve created an approach called AutoML, showing that it’s possible for neural nets to design neural nets.” What Pichai refers to as using “neural nets to design neural nets” is known as neural architecture search; typically reinforcement learning or evolutionary algorithms are used to design the new neural net architectures. This is useful because it allows us to discover architectures far more complicated than what humans may think to try, and these architectures can be optimized for particular goals. Neural architecture search is often very computationally expensive. To be precise, neural architecture search usually involves learning something like a layer (often called a “cell”) that can be assembled as a stack of repeated cells to create a neural network: The literature of academic papers on neural architecture search is extensive, so I will highlight just a few recent papers here: NASNet from Learning Transferable Architectures for Scalable Image Recognition (blog post here). This work searches for an architectural building block on a small data set (Cifar10) and then builds an architecture for a large data set (ImageNet). This research was very computationally intensive with it taking 1800 GPU days (the equivalent of almost 5 years for 1 GPU) to learn the architecture (the team at Google used 500 GPUs for 4 days!). AmoebaNet from Regularized Evolution for Image Classifier Architecture Search This research was even more computationally intensive than NASNet, with it taking the equivalent of 3150 GPU days (the equivalent of almost 9 years for 1 GPU) to learn the architecture (the team at Google used 450 K40 GPUs for 7 days!). AmoebaNet consists of “cells” learned via an evolutionary algorithm, showing that artificially-evolved architectures can match or surpass human-crafted and reinforcement learning-designed image classifiers. After incorporating advances from fast.ai such as an aggressive learning schedule and changing the image size as training progresses, AmoebaNet is now the cheapest way to train ImageNet on a single machine. Efficient Neural Architecture Search (ENAS): used much fewer GPU-hours than previously existing automatic model design approaches, and notably, was 1000x less expensive than standard Neural Architecture Search. This research was done using a single GPU for just 16 hours. Differentiable architecture search (DARTS). This research was recently released from a team at Carnegie Mellon University and DeepMind, and I’m excited about the idea. DARTS assumes the space of candidate architectures is continuous, not discrete, and this allows it to use gradient-based aproaches, which are vastly more efficient than the inefficient black-box search used by most neural architecture search algorithms. To learn a network for Cifar-10, DARTS takes just 4 GPU days, compared to 1800 GPU days for NASNet and 3150 GPU days for AmoebaNet (all learned to the same accuracy). This is a huge gain in efficiency! Although more exploration is needed, this is a promising research direction. Given how Google frequently equates neural architecture search with huge computational expense, efficient ways to do architecture search have most likely been under-explored. How useful is Neural Architecture Search? In his TensorFlow DevSummit keynote (starts around 22:20), Jeff Dean suggested that a significant part of deep learning work is trying out different architectures. This was the only step of machine learning that Dean highlighted in his short talk, and I was surprised by his emphasis. Sundar Pichai’s blog post contained a similar assertion. However, choosing a model is just one piece of the complex process of building machine learning products. In most cases, architecture selection is nowhere near the hardest, most time-consuming, or most significant part of the problem. Currently, there is no evidence that each new problem would be best modeled with it’s own unique architecture, and most practitioners consider it unlikely this will ever be the case. Organizations like Google working on architecture design and sharing the architectures they discover with the rest of us are providing an important and helpful service. However, the underlying architecture search method is only needed for that tiny fraction of researchers that are working on foundational neural architecture design. The rest of us can just use the architectures they find via transfer learning. How else could we make machine learning practitioners more effective? AutoML vs. Augmented ML The field of AutoML, including neural architecture search, has been largely focused on the question: how can we automate model selection and hyperparameter optimization? However, automation ignores the important role of human input. I’d like to propose an alternate question: how can humans and computers work together to make machine learning more effective? The focus of augmented ML is on figuring out how a human and machine can best work together to take advantage of their different strengths. An example of augmented ML is Leslie Smith’s learning rate finder (paper here), which is implemented in the fastai library (a high level API that sits on top of PyTorch) and taught as a key technique in our free deep learning course. The learning rate is a hyperparameter that can determine how quickly your model trains, or even whether it successfully trains at all. The learning rate finder allows a human to find a good learning rate in a single step, by looking at a generated chart. It’s faster than AutoML approaches to the same problem, improves the data scientist’s understanding of the training process, and encourages more powerful multi-step approaches to training models. There’s another problem with the focus on automating hyperparameter selection: it overlooks the possibility that some types of model are more widely useful, have fewer hyperparameters to tune, and are less sensitive to choice of hyperparameters. For example, a key benefit of random forests over gradient boosting machines (GBMs) is that random forests are more robust, whereas GBMs tend to be fairly sensitive to minor changes in hyperparameters. As a result, random forests are widely used in industry. Researching ways to effectively remove hyperparameters (through smarter defaults, or through new models) can have a huge impact. When I first became interested in deep learning in 2013, it was overwhelming to feel that there were such a huge number of hyperparameters, and I’m happy that newer research and tools has helped eliminate many of those (especially for beginners). For instance, in the fast.ai course, beginners start by only having to choose a single hyperparameter, the learning rate, and we even give you a tool to do that! Stay tuned… Now that we have an overview of what the fields of AutoML and neural architecture search are, we can take a closer look at Google’s AutoML in the next post. If you haven’t already, check out Part 1: What is it that machine learning practitioners do? and Part 3: Google’s AutoML: Cutting Through the Hype of this series. Please be sure to check out Part 3 of this post next week! |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-:8_69-0] | [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 |
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[SOURCE: https://en.wikipedia.org/wiki/South_Park_(season_17)] | [TOKENS: 263] |
Contents South Park season 17 The seventeenth season of the animated television series South Park was announced on May 10, 2013, that premiered on Comedy Central on September 25, 2013, and ended on December 11, 2013. The season satirized various topics and cultural institutions including Minecraft, the George Zimmerman murder trials, the 2013 mass surveillance disclosures, and the HBO television fantasy drama, Game of Thrones. The season received generally positive reviews, with criticism mainly aimed at the start of the season and much praise going to the Black Friday trilogy, which was hailed by IGN to be the show's best multi-arc series since the Imaginationland trilogy. The series continually maintained high ratings throughout the season. Production The season consists of 10 episodes, as series creators Trey Parker and Matt Stone decided to scale back and have one uninterrupted season, as opposed to two 7-episode runs, as had been the format since Season 8. Bill Hader, a former Saturday Night Live cast member, began working full-time on the show as a staff writer. Due to a power outage at the studio, episode 4 ("Goth Kids 3: Dawn of the Posers") missed the deadline and aired a week later than scheduled. Episodes See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-391] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://www.fast.ai/posts/2018-07-12-auto-ml-1.html] | [TOKENS: 1950] |
What do machine learning practitioners actually do? Rachel Thomas July 12, 2018 This post is part 1 of a series. Part 2 is an opinionated introduction to AutoML and neural architecture search, and Part 3 looks at Google’s AutoML in particular. There are frequent media headlines about both the scarcity of machine learning talent (see here, here, and here) and about the promises of companies claiming their products automate machine learning and eliminate the need for ML expertise altogether (see here, here, and here). In his keynote at the TensorFlow DevSummit, Google’s head of AI Jeff Dean estimated that there are tens of millions of organizations that have electronic data that could be used for machine learning but lack the necessary expertise and skills. I follow these issues closely since my work at fast.ai focuses on enabling more people to use machine learning and on making it easier to use. In thinking about how we can automate some of the work of machine learning, as well as how to make it more accessible to people with a wider variety of backgrounds, it’s first necessary to ask, what is it that machine learning practitioners do? Any solution to the shortage of machine learning expertise requires answering this question: whether it’s so we know what skills to teach, what tools to build, or what processes to automate. This post is the first in a 3-part series. It will address what it is that machine learning practitioners do, with Part 2 explaining AutoML and neural architecture search (which several high profile figures have suggested will be key to decreasing the need for data scientists) and Part 3 will cover Google’s heavily hyped AutoML product in particular. Building Data Products is Complex Work While many academic machine learning sources focus almost exclusively on predictive modeling, that is just one piece of what machine learning practitioners do in the wild. The processes of appropriately framing a business problem, collecting and cleaning the data, building the model, implementing the result, and then monitoring for changes are interconnected in many ways that often make it hard to silo off just a single piece (without at least being aware of what the other pieces entail). As Jeremy Howard et al. wrote in Designing great data products, Great predictive modeling is an important part of the solution, but it no longer stands on its own; as products become more sophisticated, it disappears into the plumbing. A team from Google, D. Sculley et al., wrote the classic Machine Learning: The High-Interest Credit Card of Technical Debt about the code complexity and technical debt often created when using machine learning in practice. The authors identify a number of system-level interactions, risks, and anti-patterns, including: The authors write, A remarkable portion of real-world “machine learning” work is devoted to tackling issues of this form… It’s worth noting that glue code and pipeline jungles are symptomatic of integration issues that may have a root cause in overly separated “research” and “engineering” roles… It may be surprising to the academic community to know that only a tiny fraction of the code in many machine learning systems is actually doing “machine learning”. (emphasis mine) When machine learning projects fail In a previous post, I identified some failure modes in which machine learning projects are not effective in the workplace: I framed these as organizational failures in my original post, but they can also be described as various participants being overly focused on just one slice of the complex system that makes up a full data product. These are failures of communication and goal alignment between different parts of the data product pipeline. So, what do machine learning practitioners do? As suggested above, building a machine learning product is a multi-faceted and complex task. Here are some of the things that machine learning practitioners may need to do during the process: Understanding the context: Data: - make plans to collect more of different data (if needed and if possible) - stitch together data from many different sources: often this data has been collected in different formats or with inconsistent conventions - deal with missing or corrupted data - visualize the data - create appropriate training, validation, and test sets Modeling: - choose which model to use - fit model resource needs into constraints (e.g. will the completed model need to run on an edge device, in a low memory or high latency environment, etc) - choose hyperparameters (e.g. in the case of deep learning, this includes choosing an architecture, loss function, and optimizer) - train the model (and debug why it’s not training). This can involve: - adjusting hyperparmeters (e.g. such as the learning rate) - outputing intermediate results to see how the loss, training error, and validation error are changing with time - inspecting the data the model is wrong on to look for patterns - identifying underlying errors or issues with the data - realizing you need to change how you clean and pre-process the data - realizing you need more or different data augmentation - realizing you need more or different data - trying out different models - identifying if you are under- or over-fitting Productionize: - creating an API or web app with your model as an endpoint in order to productionize - exporting your model into the needed format - plan for how often your model will need to be retrained with updated data (e.g. perhaps you will retrain nightly or weekly) Monitor: - track model performance over time - monitor the input data, to identify if it changes with time in a way that would invalidate your model - communicate your results to the rest of the organization - have a plan in place for how you will monitor and respond to mistakes or unexpected consequences Certainly, not every machine learning practitioner needs to do all of the above steps, but components of this process will be a part of many machine learning applications. Even if you are working on just a subset of these steps, a familiarity with the rest of the process will help ensure that you are not overlooking considerations that would keep your project from being successful! Two of the hardest parts of Machine Learning For myself and many others I know, I would highlight two of the most time-consuming and frustrating aspects of machine learning (in particular, deep learning) as: Dealing with data formatting, inconsistencies, and errors is often a messy and tedious process. People will sometimes describe machine learning as separate from data science, as though for machine learning, you can just begin with your nicely cleaned, formatted data set. However, in my experience, the process of cleaning a data set and training a model are usually interwoven: I frequently find issues in the model training that cause me to go back and change the pre-processing for the input data. The difficulty of getting models to train deters many beginners, who often wind up feeling discouraged. Even experts frequently complain of how frustrating and fickle the training process can be. One AI researcher at Stanford told me, I taught a course on deep learning and had all the students do their own projects. It was so hard. The students couldn’t get their models to train, and we were like “well, that’s deep learning”. Ali Rahimi, an AI researcher with over a decade of experience and winner of the NIPS 2017 Test of Time Award, complained about the brittleness of training in his NIPS award speech. How many of you have designed a deep net from scratch, built it from the ground up, architecture and all, and when it didn’t work, you felt bad about yourself? Rahimi asked the audience of AI researchers, and many raised their hands. Rahimi continued, This happens to me about every 3 months. The fact that even AI experts sometimes have trouble training new models implies that the process has yet to be automated in a way where it could be incorporated into a general-purpose product. Some of the biggest advances in deep learning will come through discovering more robust training methods. We have already seen this some with advances like dropout, super convergence, and transfer learning, all of which make training easier. Through the power of transfer learning (to be discussed in Part 3) training can be a robust process when defined for a narrow enough problem domain; however, we still have a ways to go in making training more robust in general. For Academic Researchers Even if you are working on theoretical machine learning research, it is useful to understand the process that machine learning practitioners working on practical problems go through, as that might provide insights on what the most relevant or high-impact areas of research are. As Googler engineers D. Sculley et al. wrote, Technical debt is an issue that both engineers and researchers need to be aware of. Research solutions that provide a tiny accuracy benefit at the cost of massive increases in system complexity are rarely wise practice… Paying down technical debt is not always as exciting as proving a new theorem, but it is a critical part of consistently strong innovation. And developing holistic, elegant solutions for complex machine learning systems is deeply rewarding work. (emphasis mine) AutoML Now that we have an overview of some of the tasks that machine learning practitioners do as part of their work, we are ready to evaluate attempts to automate this work. As it’s name suggests, AutoML is one field in particular that has focused on automating machine learning, and a subfield of AutoML called neural architecture search is currently receiving a ton of attention. In part 2, I will explain what AutoML and neural architecture search are, and in part 3, look at Google’s AutoML in particular. Be sure to check out Part 2: An Opinionated Introduction to AutoML Neural Architecture Search, and Part 3: Google’s AutoML: Cutting Through the Hype |
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[SOURCE: https://www.fast.ai/posts/2018-07-02-adam-weight-decay.html] | [TOKENS: 2791] |
AdamW and Super-convergence is now the fastest way to train neural nets Sylvain Gugger and Jeremy Howard July 2, 2018 On this page Note from Jeremy: Welcome to fast.ai’s first scholar-in-residence, Sylvain Gugger. What better way to introduce him than to publish the results of his first research project at fast.ai. We’ll be using the results of this research to change how we train models in the next version of our course and in our fastai library, as a result of which students and practitioners will be able to reliably train their models far faster than previous approaches. The Adam roller-coaster The journey of the Adam optimizer has been quite a roller coaster. First introduced in 2014, it is, at its heart, a simple and intuitive idea: why use the same learning rate for every parameter, when we know that some surely need to be moved further and faster than others? Since the square of recent gradients tells us how much signal we’re getting for each weight, we can just divide by that to ensure even the most sluggish weights get their chance to shine. Adam takes that idea, adds on the standard approach to momentum, and (with a little tweak to keep early batches from being biased) that’s it! When first released, the deep learning community was full of excitement after seeing charts like this one from the original paper: 200% speed up in training! “Overall, we found Adam to be robust and well-suited to a wide range of non-convex optimization problems in the field machine learning” concluded the paper. Ah yes, those were the days, over three years ago now, a life-time in deep-learning-years. But it started to become clear that all was not as we hoped. Few research articles used it to train their models, new studies began to clearly discourage to apply it and showed on several experiments that plain ole SGD with momentum was performing better. By the time the 2018 fast.ai course had come around, the decision was made to cut poor Adam from the early lessons. But at the end of 2017, Adam seemed to get a new lease of life. Ilya Loshchilov and Frank Hutter pointed out in their paper that the way weight decay is implemented in Adam in every library seems to be wrong, and proposed a simple way (which they call AdamW) to fix it. Although their results were slightly mixed, they did show some encouraging charts, such as this one: We expected to see the Adam enthusiasm return, since it seemed those first results could perhaps be found again. But that’s not what happened. Indeed, the only deep learning framework that implemented the fix was fastai, using code written by Sylvain. Without broad framework availability, day-to-day practitioners were stuck with the old, “broken” Adam. But that’s not the only problem. More obstacles lay ahead. Two separate papers pointed out apparent problems with the convergence proof of poor Adam, although one of them claimed a fix (and won a “best paper” award at the prestigious ICLR conference), which they called amsgrad. But if we’ve learned anything from this potted history of this most dramatic life (at least, dramatic by optimizer standards), it’s that nothing is as it seems. And indeed, PhD student Jeremy Bernstein has pointed out that the claimed convergence problems are actually just signs of poorly chosen hyper-parameters, and that perhaps amsgrad won’t fix things anyway. Another PhD student, Filip Korzeniowski, showed some early results that seemed to support this discouraging view of amsgrad. Getting off the roller-coaster So for those of us that just want to train accurate models fast, what do we do? Let’s solve this debate the same way scientific debates have been solved for hundreds of years: with experiments! We’ll tell you all the details in just a moment, but first, here’s a summary of the results: When you hear people saying that Adam doesn’t generalize as well as SGD+Momentum, you’ll nearly always find that they’re choosing poor hyper-parameters for their model. Adam generally requires more regularization than SGD, so be sure to adjust your regularization hyper-parameters when switching from SGD to Adam. Here’s an overview of the rest of this article: AdamW L2 regularization is a classic method to reduce over-fitting, and consists in adding to the loss function the sum of the squares of all the weights of the model, multiplied by a given hyper-parameter (all equations in this article use python, numpy, and pytorch notation): …where wd is the hyper-parameter to set. This is also called weight decay, because when applying vanilla SGD it’s equivalent to updating the weight like this: (Note that the derivative of w2 with respect to w is 2w.) In this equation we see how we subtract a little portion of the weight at each step, hence the name decay. All libraries we have looked at use the first of these forms. (In practice, it is nearly always implemented by adding wd*w to the gradients, rather than actually changing the loss function: we don’t want to add more computations by modifying the loss when there is an easier way.) So why make a distinction between those two concepts if they are the same thing? The answer is that they are only the same thing for vanilla SGD, but as soon as we add momentum, or use a more sophisticated optimizer like Adam, L2 regularization (first equation) and weight decay (second equation) become different. In the rest of this article, when we talk about weight decay, we will always refer to this second formula (decay the weight by a little bit) and talk about L2 regularization if we want to mention the classic way. Let’s look at SGD with momentum for instance. Using L2 regularization consists in adding wd*w to the gradients (as we saw earlier) but the gradients aren’t subtracted from the weights directly. First we compute a moving average: …and it’s this moving average that will be multiplied by the learning rate and subtracted from w. So the part linked to the regularization that will be taken from w is lr* (1-alpha)*wd * w plus a combination of the previous weights that were already in moving_avg. On the other hand, weight decay’s update will look like We can see that the part subtracted from w linked to regularization isn’t the same in the two methods. When using the Adam optimizer, it gets even more different: in the case of L2 regularization we add this wd*w to the gradients then compute a moving average of the gradients and their squares before using both of them for the update. Whereas the weight decay method simply consists in doing the update, then subtract to each weight. Clearly those are two different approaches. And after experimenting with this, Ilya Loshchilov and Frank Hutter suggest in their article we should use weight decay with Adam, and not the L2 regularization that classic deep learning libraries implement. How can we do this? Very easily if you’re using the fastai library since its implemented inside. Specifically if you use the fit function, just add the argument use_wd_sched=True: If you prefer the new training API, you can use the argument wd_loss=False (for weight decay not computed in the loss) in each of your training phases: Here’s a quick summary of how we implemented this in fastai. Inside the step function of the optimizer, only the gradients are used to modify the parameters, the value of the parameters themselves isn’t used at all (except for the weight decay, but we will be dealing with that outside). We can then implement weight decay by simply doing it before the step of the optimizer. It still has to be done after the gradients are computed (otherwise it would impact the gradients values) so inside your training loop, you have to look for this spot. Of course, the optimizer should have been set with wd=0 otherwise it will do some L2 regularization, which is exactly what we don’t want right now. Now in that spot, we have to loop over all the parameters and do our little weight decay update. Your parameters should all be inside the dictionary param_groups of your optimizer, so the loop looks something like this: Our first tests on computer vision problems were very encouraging. Specifically, the accuracy we managed to get in 30 epochs (which is the necessary time for SGD to get to 94% accuracy with a 1cycle policy) with Adam and L2 regularization was at 93.96% on average, going over 94% one time out of two. We consistently reached values between 94% and 94.25% with Adam and weight decay. To do this, we found the optimal value for beta2 when using a 1cycle policy was 0.99. We treated the beta1 parameter as the momentum in SGD (meaning it goes from 0.95 to 0.85 as the learning rates grow, then goes back to 0.95 when the learning rates get lower). Even more impressive, using Test Time Augmentation (i.e. taking the average of the predictions on one image of the test set and four data-augmented versions of it), we can get to those 94% accuracy in just 18 epochs (93.98% on average)! With plain Adam and L2 regularization, going over the 94% happened once every twenty tries. One thing to take into account in those comparisons is that changing the way we regularize changes the best values of weight decay or learning rate. In the tests we ran, the best learning rate with L2 regularization was 1e-6 (with a maximum learning rate of 1e-3) while 0.3 was the best value for weight decay (with a learning rate of 3e-3). The difference of orders of magnitude has been very consistent in all our tests, and comes primarily from the fact that L2 regularization gets effectively divided by the average norm of the gradients (which are pretty low) and that learning rates with Adam are pretty small (so the update of weight decay needs a stronger coefficient). So, weight decay is always better than L2 regularization with Adam then? We haven’t found a situation where it’s significantly worse, but for either a transfer-learning problem (e.g. fine-tuning Resnet50 on Stanford cars) or RNNs, it didn’t give better results. amsgrad Amsgrad was introduced in a recent article by Sashank J. Reddi, Satyen Kale and Sanjiv Kumar. By analyzing the proof of convergence for the Adam optimizer, they spotted a mistake in the update rule that could cause the algorithm to converge to a sub-optimal point. They designed theoretical experiments that showed situations where Adam would fail and proposed a simple fix. To understand the error and the fix, let’s have a look at the update rule of Adam (if you need a refresher, Sebastian got you covered): We’ve just skipped the bias correction (useful for the beginning of training) to focus on the important point. The error in the proof of Adam the authors spotted is that it requires the quantity …which is the step we take in the direction of our average gradients, to be decreasing over training. Since the learning rate is often taken constant or decreasing (except for crazy people like us trying to obtain super-convergence), the fix the authors proposed was to force the avg_squared quantity to be increasing by adding another variable to keep track of their maximums. The associated article won an award at ICLR 2018 and gained such popularity that it’s already implemented in two of the main deep learning libraries, pytorch and Keras. There is little to do except turn the option on with amsgrad=True. This causes the weight update code from the previous section to be changed to something like this: Amsgrad turns out to be very disappointing. In none of our experiments did we find that it helped the slightest bit, and even if it’s true that the minimum found by amsgrad is sometimes slightly lower (in terms of loss) than the one reached by Adam, the metrics (accuracy, f1 score…) always end up worse (see the tables in our introduction, or more examples here) The proof of convergence for the Adam optimizer in deep learning (since it’s for convex problems) and the mistake they found in it mattered for synthetic experiments that have nothing to do with real-life problems. Actual tests show that when those avg_squared gradients want to decrease, it’s best for the final result to do so. This shows that even if the focus on theory can be useful to gain some new ideas, nothing replaces experiments (and lots of them!) to make sure these ideas actually help practitioners train better models. Appendix: Full results Training of CIFAR10 from scratch (model is a wide resnet 22, average of the error on the test set with five models shown): Fine-tuning Resnet50 on the Stanford Cars dataset using the standard head introduced by the fastai library (training the head for 20 epochs before unfreezing and training with differential learning rates for 40 epochs).: Training an AWD LSTM with the hyper-parameters from the github repo (results show the perplexity on the validation/test set, with or without cache pointer): And the same with QRNNs instead of LSTMs: For this specific task, we used a modified version of the 1cycle policy, growing the learning rate faster, then having a long period of high constant learning rates before going down again. The values of all relevant hyper-parameters as well as the code used to produce these results are available here. |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-73] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/MIT_Media_Lab] | [TOKENS: 2897] |
Contents MIT Media Lab The MIT Media Lab is a research laboratory within the School of Architecture and Planning at the Massachusetts Institute of Technology. It is located in Cambridge, Massachusetts, United States. History The media lab was founded in 1985 by Nicholas Negroponte and former MIT President Jerome Wiesner, and is housed in the Wiesner Building (designed by I. M. Pei), also known as Building E15. The lab has been written about in the popular press since 1988, when Stewart Brand published The Media Lab: Inventing the Future at M.I.T., and its work was a regular feature of technology journals in the 1990s. In 2009, it expanded into a second building. Growing out of the Architecture Machine Group in the MIT School of Architecture, its research does not restrict to fixed academic disciplines but draws from technology, media, science, art, and design. As of 2014[update], Media lab's research groups include neurobiology, biologically inspired fabrication, socially engaging robots, emotive computing, bionics, and hyperinstruments. The media lab came under scrutiny in 2019 due to its acceptance of donations from convicted child sex offender Jeffrey Epstein. This led to the resignation of its director, Joi Ito, and the launch of an "immediate, thorough and independent" investigation into the "extremely serious" and "deeply disturbing allegations about the engagement between individuals at the Media Lab and Jeffrey Epstein" by L. Rafael Reif, the president of MIT. In December 2020, Dava Newman, professor of aeronautics and astronautics and former deputy administrator of NASA under Obama, was named the new director of the MIT Media Lab. Administration The founding director of the lab was Nicholas Negroponte, who directed it until 2000. Later directors were Walter Bender (2000–2006), Frank Moss (2006–2011), and Joi Ito (2011–2019) who resigned in connection with the Jeffrey Epstein scandal. Later, Dava Newman (2021–2025) took the position as the first woman to do so. Following Newman's departure, Jessica Rosenworcel was selected for a new role of "Executive Director", in charge of the public-facing duties, sharing responsibilities with Tod Machover, who was named "Faculty Director" to oversee the academic and research side of the lab. As of 2014[update], the media lab had roughly 70 administrative and support staff members. Associate directors of the lab were Hiroshi Ishii and Andrew Lippman. Pattie Maes and Mitchel Resnick were co-heads of the program in media arts and sciences, and the lab's chief knowledge officer was Henry Holtzman. The media lab has at times had regional branches in other parts of the world, such as Media Lab Europe and Media Lab Asia, each with their own staff and governing bodies. The lab's primary funding comes from corporate sponsorship. Rather than accepting funding on a per-project or per-group basis, the lab asks sponsors to fund general themes; sponsors can then connect with media lab research. Specific projects and researchers are also funded more traditionally through US government institutions including the NIH, NSF, and DARPA. Also, consortia with other schools or other departments at MIT are often able to have money that does not enter into the common pool. MIT Media Lab has an approximately $75 million annual operating budget. Companies sponsoring the lab can share in the lab's intellectual property without paying license fees or royalties. Non-sponsors cannot make use of media lab developments for two years after technical disclosure is made to MIT and media lab sponsors. The media lab generates approximately 20 new patents every year.[citation needed] Research at the lab Some recurring themes of work at the media lab include human adaptability, human computer interaction, education and communication, artistic creation and visualization, and designing technology for the developing world. Other research focus includes machines with common sense, sociable robots, prosthetics, sensor networks, musical devices, city design, and public health. Research programs all include iterative development of prototypes which are tested and displayed for visitors. Each of these areas of research may incorporate others. Interaction design research includes designing intelligent objects and environments. Educational research has also included integrating more computation into learning activities – including software for learning, programmable toys, and artistic or musical instruments. Examples include Lego Mindstorms, the PicoCricket, and One Laptop per Child. The lab has over twenty research groups. Academic program The media arts and sciences program is a part of MIT's school of architecture and planning, and includes three levels of study: a doctoral program, a master's of science program, and a program that offers an alternative to the standard MIT freshman year as well as a set of undergraduate subjects that may form the basis for a future joint major. All graduate students are fully supported (tuition plus a stipend) from the outset, normally by appointments as research assistants at the media laboratory, where they work on research programs and faculty projects, including assisting with courses. These research activities typically take up about half of a student's time in the degree program. The media arts and sciences academic program have a close relationship with the media lab. Most media lab faculty are professors of media arts and sciences. Students who earn a degree in media arts and sciences have been predominantly in residence at the media lab, taking classes and doing research. Some students from other programs at MIT, such as mechanical engineering, or electrical engineering and computer science, do their research at the media lab, working with a media lab/Media Arts and Sciences faculty advisor, but earn their degrees (such as MEng or an MS in EECS) from other departments. Over 1,000 students apply to the MAS program and the admission is less than 5% per year. Buildings In addition to the media lab, the combined original Wiesner building (E15) and new (E14) buildings also host the List Visual Arts Center, the School of Architecture and Planning's Program in Art, Culture and Technology (ACT), and MIT's Program in Comparative Media Studies. In 2009, the media lab expanded into a new building designed by Pritzker Prize-winning Japanese architect Fumihiko Maki. The local architect of record was Leers Weinzapfel Associates, of Boston. The Maki building has predominantly glass walls, with long lines of sight through the building, making ongoing research visible and encouraging connections and collaboration. Faculty and academic research staff Media arts and sciences faculty and academic research staff are principal investigators/heads of the media lab's various research groups. They also advise media arts and sciences graduate students and mentor MIT undergraduates. "Most departments accept grad students based on their prospects for academic success; the media lab attempts to select ones that will best be able to help with some of the ongoing projects." As of 2014[update], there are more than 25 faculty and academic research staff members, including a dozen named professorships. A full list of media lab faculty and academic research staff, with bios and other information, is available via the media lab website. As of August 2019[update], Alex Pentland is professor of media arts and sciences, Toshiba Professor and Media Lab Entrepreneurship Program Director. Controversies In August 2019, director Joi Ito said that the organization had received funding from multimillionaire convicted child sex offender Jeffrey Epstein through foundations Epstein controlled; that Ito had visited several of Epstein's residences; and that Epstein had invested "in several of my funds which invest in tech startup companies outside of MIT". Ito later admitted to taking $525,000 in funding from Epstein for the lab. In 2019, media lab founder Nicholas Negroponte expressed support for Ito's decision to accept the funding from Epstein. Also in 2019, a federal court deposition was unsealed in which Virginia Giuffre stated that Epstein's associate directed her to have sex with former media lab professor Marvin Minsky. In September 2019, it was revealed by emails leaked to Ronan Farrow of The New Yorker that Ito and Peter Cohen, the MIT Media Lab's director of development and strategy at the time, have worked for years to solicit anonymous donations from Epstein despite Epstein being marked as Disqualified by the university as a donor. Ito has referred to Epstein as "fascinating". Ito resigned due to the scandal shortly after the New Yorker article. L. Rafael Reif, the president of MIT, announced an "immediate, thorough and independent" investigation to be led by an outside law firm into the "extremely serious" allegations. On January 10, 2020, the executive committee of the MIT Corporation, the institute's governing board, released the results of Goodwin Procter's fact-finding regarding interactions between Jeffrey Epstein and the Institute. The report revealed that Epstein made 10 donations through various entities to MIT totaling $850,000, including nine donations, totaling $750,000, made after his 2008 conviction. In 2002, four years before Epstein's first arrest for a sex offense, Epstein made a $100,000 donation to MIT through a charitable foundation to support the research of Professor Marvin Minsky (former Toshiba Professor of media arts and sciences, media lab). Epstein's $100,000 donation in May 2013 was intended to be used at Joi Ito's discretion. His donations in November 2013 and in July and September 2014, totaling $300,000, were made to support research by Joscha Bach, a media lab research fellow from Germany whom Epstein introduced to Ito in 2013. Bach declined to be interviewed for Goodwin Procter's fact-finding. Epstein's other donations to the media lab between 2015 and 2017, totaling $350,000, were made to support Professor Seth Lloyd (Professor of Mechanical Engineering, $225,000), and Professor Neri Oxman (associate professor of media arts and sciences, $125,000). Shortly after signing a petition in support of Ito, attorney and political activist Lawrence Lessig argued that the undesirable nature of donations to academic institutions from criminals like Epstein, whose fortune does not derive from their crimes, is partially mitigated if the donations are anonymous. He argues that it was "a mistake to take this money, even if anonymous," but that "if you take them, at least don't give the criminal a chance to publicly launder his reputation". "Everyone seems to treat it as if the anonymity and secrecy around Epstein's gift are a measure of some kind of moral failing," Lessig wrote. "I see it as exactly the opposite." The Boston Globe reported it had seen emails indicating Bill Gates had donated $2.2 million to the media lab through Epstein. On March 24, 2018, Saudi Arabian Crown Prince Mohammed bin Salman visited MIT and prompted protests. Salman's non-profit foundation MiSK was a member company of the lab until 2018. According to The New York Times, a sizable part of the annual budget of the lab comes from corporate patrons, who pay at least $250,000 each year. Prince Mohammed's personal foundation was among the roughly 90 members at their time of membership. Selected publications Books Outputs and spin-offs Some media lab-developed technologies made it into products or public software packages, such as the Lego Mindstorms, LEGO WeDo and the pointing stick in IBM laptop keyboards[citation needed], the Benton hologram used in most credit cards, the Fisher-Price's Symphony Painter, the Nortel Wireless Mesh Network, the NTT Comware Sensetable, the Taito's Karaoke-on-Demand Machine. A 1994 device called the Sensor Chair used to control a musical orchestra was adapted by several car manufacturers into capacitive sensors to prevent dangerous airbag deployments. The MPEG-4 SA project developed at the Media Lab made structured audio a practical reality and the Aspen Movie Map was the precursor to the ideas in Google Street View. In 2001, two research centers were spun off: Media Lab Asia and Media Lab Europe. Media Lab Asia, based in India, was a result of cooperation with the Government of India but eventually broke off in 2003 after a disagreement. Media Lab Europe, based in Dublin, Ireland, was founded with a similar concept in association with Irish universities and government, and closed in January 2005. Created collaboratively by the Computer Museum and the media lab, the Computer Clubhouse, a worldwide network of after-school learning centers, focuses on youth from underserved communities who would not otherwise have access to technological tools and activities. Launched in 2003, Scratch is a block-based programming language and community developed for children 8–16, and used by people of all ages to learn programming. Millions of people have created Scratch projects in a wide variety of settings, including homes, schools, museums, libraries, and community centers. In January 2005, the lab's chairman emeritus Nicholas Negroponte announced at the World Economic Forum a new research initiative to develop a $100 laptop computer. A non-profit organization, One Laptop per Child, was created to oversee the actual deployment, MIT did not manufacture or distribute the device. The Synthetic Neurobiology group created reagents and devices for the analysis of brain circuits are in use by hundreds of biology labs around the world. In 2011, Ramesh Raskar's group published their femto-photography technique, that is able to image the movement of individual light pulses. In 2013, the Media Lab launched E14 Fund as a program to support and invest in MIT Media Lab startups. In 2017, E14 Fund launched its first seed stage venture fund to invest in the MIT Media Lab startup community. It invested in companies like Formlabs, Affectiva, Tulip Interfaces, Wise Systems, Figur8 and more. Media Lab industry spin-offs include: See also References External links 42°21′38″N 71°05′15″W / 42.36045°N 71.08737°W / 42.36045; -71.08737 |
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[SOURCE: https://en.wikipedia.org/wiki/RepRap] | [TOKENS: 1872] |
Contents RepRap RepRap (a contraction of replicating rapid prototyper) is a project to develop low-cost 3D printers that can print most of their own components. As open designs, all of the designs produced by the project are released under a free software license, the GNU General Public License. Due to the ability of these machines to make some of their own parts, authors envisioned the possibility of cheap RepRap units, enabling the manufacture of complex products without the need for extensive industrial infrastructure. They intended for the RepRap to demonstrate evolution in this process as well as for it to increase in number exponentially. A preliminary study claimed that using RepRaps to print common products results in economic savings. The RepRap project started in England in 2005 as a University of Bath initiative, but it is now made up of hundreds of collaborators worldwide. History RepRap was founded in 2005 by Adrian Bowyer, a Senior Lecturer in mechanical engineering at the University of Bath in England. Funding was obtained from the Engineering and Physical Sciences Research Council. On 13 September 2006, the RepRap 0.2 prototype printed the first part identical to its own, which was then substituted for the original part created by a commercial 3D printer. On 9 February 2008, RepRap 1.0 "Darwin" made at least one instance of over half its rapid-prototyped parts. On 14 April 2008, RepRap made an end-user item: a clamp to hold an iPod to the dashboard of a Ford Fiesta car. By September that year, at least 100 copies had been produced in various countries. On 29 May 2008, Darwin achieved self replication by making a complete copy of all its rapid-prototyped parts (which represent 48% of all the parts, excluding fasteners). A couple hours later the "child" machine had made its first part: a timing-belt tensioner. In April 2009, electronic circuit boards were produced automatically with a RepRap, using an automated control system and a swappable head system capable of printing both plastic and conductive solder. On 2 October 2009, the second generation design, called Mendel, printed its first part. Mendel's shape resembles a triangular prism rather than a cube. Mendel was completed in October 2009. On 27 January 2010, the Foresight Institute announced the "Kartik M. Gada Humanitarian Innovation Prize" for the design and construction of an improved RepRap. On 31 August 2010, the third generation design was named Huxley. It was a miniature of Mendel, with 30% of the original print volume. Within two years, RepRap and RepStrap building and use were widespread in the technology, gadget and engineering communities. In 2012, the first successful Delta design, Rostock, had a radically different design. The latest iterations used OpenBeams, wires (typically Dyneema or Spectra fishing lines) instead of belts, and so forth, which also represented some of the latest trends in RepRaps.[citation needed] In early January 2016, RepRapPro (short for "RepRap Professional", and one commercial arm of the RepRap project in the UK) announced that it would cease trading on 15 January 2016. The reason given was congestion of the market for low-cost 3D printers and the inability to expand in that market. RepRapPro China continues to operate. Hardware As the project was designed by Bowyer to encourage evolution, many variations have been created. As an open source project, designers are free to make modifications and substitutions, but they must allow any of their potential improvements to be reused by others. There are many RepRap printer designs including: Software RepRap was conceived as a complete replication system rather than simply a piece of hardware. To this end the system includes computer-aided design (CAD) in the form of a 3D modeling system and computer-aided manufacturing (CAM) software and drivers that convert RepRap users' designs into a set of instructions to the RepRap to create physical objects. Initially, two CAM tool chains were developed for RepRap. The first, called "RepRap Host", was written in Java by lead RepRap developer Adrian Bowyer. The second, "Skeinforge", was written by Enrique Perez. Both are complete systems for translating 3D computer models into G-code, the machine language that commands the printer. Later, other programs like Slic3r and Cura were created. Recently,[when?] the Franklin firmware was created to allow RepRap printers to be used for other purposes such as milling and fluid handling. Free and open-source 3-D modeling programs like Blender, OpenSCAD, and FreeCAD are preferred in the RepRap community, but almost any CAD or 3D modeling program can be used with the RepRap, as long as it can produce STL files (Slic3r also supports .obj and .amf files). Thus, content creators make use of any tools they are familiar with, whether they are commercial CAD programs, such as SolidWorks and Autodesk AutoCAD, Autodesk Inventor, Tinkercad, or SketchUp along with the libre software. Replication materials RepRaps print objects from ABS, Polylactic acid (PLA), Nylon (possibly not all extruders can), HDPE, TPE and similar thermoplastics. The mechanical properties of RepRap-printed PLA and ABS have been tested and are equivalent to the tensile strengths of parts made by proprietary printers. Unlike with most commercial machines, RepRap users are encouraged to experiment with materials and methods, and to publish their results. Methods for printing novel materials (such as ceramics) have been developed this way. In addition, several RecycleBots have been designed and fabricated to convert waste plastic, such as shampoo containers and milk jugs, into inexpensive RepRap filament. There is some evidence that using this approach of distributed recycling is better for the environment and can be useful for creating "fair trade filament". In addition, 3D printing products at the point of consumption has also been shown to be better for the environment. The RepRap project has identified polyvinyl alcohol (PVA) as a potentially suitable support material to complement its printing process, although massive overhangs can be made by extruding thin layers of the primary printing media as support (these are mechanically removed afterwards). Printing electronics is a major goal of the RepRap project so that it can print its own circuit boards. Several methods have been proposed: Using a MIG welder as a print head a RepRap deltabot stage can be used to print metals like steel. The RepRap concept can also be applied to a milling machine and to laser welding. Construction Although the aim of the project is for RepRap to be able to autonomously construct many of its own mechanical components soon using fairly low-level resources, several components such as sensors, stepper motors and microcontrollers cannot yet be made using the RepRap's 3D printing technology and so have to be produced independently. The plan is to approach 100% replication over a series of versions. For example, from the onset of the project, the RepRap team has explored a variety of approaches to integrating electrically-conductive media into the product. This would allow inclusion of connective wiring, printed circuit boards, and possibly motors in RepRapped products. Variations in the nature of the extruded, electrically-conductive media could produce electrical components with different functions from pure conductive traces, similar to the 1940s sprayed-circuit process Electronic Circuit Making Equipment (ECME), by John Sargrove. A related approach is printed electronics. Another non-replicable component is the threaded rods for linear motions. A current research area is in using replicated Sarrus linkages to replace them. Project members The "Core team" of the project has included: Goals The stated goal of the RepRap project is to produce a pure self-replicating device not for its own sake, but rather to put in the hands of individuals anywhere on the planet, for a minimal outlay of capital, a desktop manufacturing system that would enable the individual to manufacture many of the artifacts used in everyday life. From a theoretical viewpoint, the project aims to prove the hypothesis that "rapid prototyping and direct writing technologies are sufficiently versatile to allow them to be used to make a von Neumann universal constructor". Education RepRap technology has great potential in educational applications, according to some scholars. RepRaps have already been used for an educational mobile robotics platform. Some authors have claimed that RepRaps offer an unprecedented "revolution" in STEM education. The evidence comes from both the low cost of rapid prototyping by students, and the fabrication of low-cost high-quality scientific equipment from open hardware designs forming open-source labs. See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Generation_Z] | [TOKENS: 18734] |
Contents Generation Z Generation Z, often shortened to Gen Z and informally known as Zoomers, is the demographic cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years, with the generation typically being defined as people born from 1997 to 2012. Most members of Generation Z are the children of Generation X, and it is predicted that many will be the parents of the proposed Generation Beta. As children in the mid-late 2000s and 2010s, Generation Z was the first social generation to grow up with Web 2.0 and digital technology as an established commodity. From a young age, they have watched online videos and web series (often via YouTube), and played online games. As adolescents and young adults in the 2010s and 2020s, members of the generation were dubbed "digital natives", even if they were not necessarily digitally literate and might struggle in a digital or virtual workplace. Generation Z has been described as "better behaved and less hedonistic" than previous generations. They have fewer teenage pregnancies, consume less alcohol (but not necessarily other psychoactive drugs), and are more focused on school and job prospects. They are also better at delaying gratification than teens from the 1960s. Sexting became popular during Gen Z's adolescent years, although the long-term psychological effects are not yet fully understood. There is greater awareness and diagnosis of mental health conditions among Generation Z, and sleep deprivation is more frequently reported. Moreover, the negative effects of screen time in the late 2010s were most pronounced in adolescents, as compared to younger children. Youth subcultures have not disappeared, but they have been quieter. Nostalgia is a major theme of youth culture in the 2010s and 2020s. Meanwhile, Generation Z has been active in politics around the world. Terminology The name Generation Z is a reference to it being the second generation after Generation X, continuing the alphabetical sequence from Generation Y (Millennials).[page range too broad] Other names for the generation have included iGeneration, Homeland Generation, Digital Natives, Neo-Digital Natives (emphasizing the shift from PC to mobile and text to video among this cohort), Pluralist Generation, Internet Generation, and Centennials. The Pew Research Center surveyed the various terms for this cohort on Google Trends in 2019, and found that in the U.S., Generation Z was overwhelmingly the most popular. The Merriam-Webster and Oxford dictionaries both have official entries for Generation Z. "While there is no scientific process for deciding when a name has stuck, the momentum is clearly behind Gen Z." Psychologist and author Jean Twenge also used the term, intending it as the title of her 2006 book about Millennials but changing the title to Generation Me at the insistence of her publisher. Twenge later used the term for her 2017 book on Gen Z, iGen. Others also claim to have coined the name. Authors William Strauss and Neil Howe, creators of the Strauss–Howe generational theory, adopted the term Homeland Generation (or Homelanders) in 2005 after sponsoring a contest to name the post-Millennial group. The term Homeland refers to being the first generation to enter childhood after protective surveillance state measures, like the Department of Homeland Security, were put into effect following the September 11 attacks. Zoomer is an informal term used to refer to members of Generation Z. It combines the shorthand Boomer, referring to Baby Boomers, with the "Z" from Generation Z. Zoomer in its current incarnation skyrocketed in popularity in 2018, when it was used in a meme on 4chan mocking Gen Z adolescents via a Wojak caricature. Merriam-Webster's records suggest the use of the term Zoomer in the sense of Generation Z dates to at least as early as 2016. It was added to the Merriam-Webster dictionary in October 2021 and to Dictionary.com in January 2020. It is more commonly utilized as a neutral rather than disparaging description. In the past, Zoomer was occasionally used to describe particularly active Baby Boomers. Date and age range definitions The Merriam-Webster Online Dictionary defines Generation Z as "the generation of people born in the late 1990s and early 2000s". The Oxford Dictionaries define Generation Z as "the group of people who were born between the late 1990s and the early 2010s, who are regarded as being very familiar with the internet". Encyclopedia Britannica defines Generation Z as "the term used to describe Americans born during the late 1990s and early 2000s. Some sources give the specific year range of 1997–2012, although the years spanned are sometimes contested or debated because generations and their zeitgeists are difficult to delineate." The Pew Research Center has defined 1997 as the starting birth year for Generation Z, basing this on "different formative experiences", such as new technological and socioeconomic developments, as well as growing up in a world after the September 11 attacks. Pew has not specified an endpoint for Generation Z, but used 2012 as a tentative endpoint for their 2019 report. Most news outlets, management and consulting firms, think tanks, and analytics companies frequently use the starting birth year of 1997, often citing Pew Research's 1997–2012 range.[a][b][c] In a 2022 report, the U.S. Census designates Generation Z as "the youngest generation with adult members (born 1997 to 2013)". Statistics Canada used 1997 to 2012, citing Pew Research Center, in a 2022 publication analyzing their 2021 census. The United States Library of Congress uses 1997 to 2012, citing Pew Research as well. The Collins Dictionary defines Generation Z as "members of the generation of people born between the mid-1990s and mid-2010s". Australia's McCrindle Research uses 1995 to 2009 to define Gen Z. The Statistics Bureau of Japan defined Generation Z as those born 1995 to 2010 in their 2020 Census. In her book iGen (2017), psychologist Jean Twenge defines the "iGeneration" as the cohort born 1995 to 2012. The Australian Bureau of Statistics defines Generation Z as those born between 1996 and 2010 in a 2021 Census report. Occasionally a few news outlets may include both 1995 and 1996 as part of Generation Z.[d] Individuals born in the Millennial and Generation Z cusp years have been sometimes identified as a "microgeneration" with characteristics of both generations. The most common name given for these cuspers is Zillennials. Individuals born on the cusp of Generation Z and Generation Alpha have been referred to as Zalphas. Arts and culture The Economist has described Generation Z as a more educated, well-behaved, stressed and depressed generation in comparison to previous generations. In 2016, the Varkey Foundation and Populus conducted an international study examining the attitudes of over 20,000 people aged 15 to 21 in twenty countries. They found that 59% of Gen Z youth were happy overall with the states of affairs in their personal lives. The most unhappy young people were from South Korea (29%) and Japan (28%), while the happiest were from Indonesia (90%) and Nigeria (78%). The best sources of happiness were being physically and mentally healthy (94%), having a good relationship with family (92%), and with friends (91%). In general, respondents who were younger and male tended to be happier. Religious faith was purportedly the least happiness-inducing. The top reasons for anxiety and stress were money (51%) and school (46%); social media and having access to basic resources (such as food and water) finished the list, both at 10%. Concerns over food and water were most serious in China (19%), India (16%), and Indonesia (16%); young Indians were also more likely than average to report stress due to social media (19%). Important personal values of Gen Z are their families and themselves get ahead in life (both 27%), followed by honesty (26%). Looking beyond their local communities came last at 6%. Familial values were especially strong in South America (34%) while individualism and the entrepreneurial spirit proved popular in Africa (37%). People who influenced youths the most were parents (89%), friends (79%), and teachers (70%). Celebrities (30%) and politicians (17%) came last. In general, young men were more likely to be influenced by athletes and politicians than young women, who preferred books and fictional characters. Celebrity culture was especially influential in China (60%) and Nigeria (71%) and particularly irrelevant in Argentina and Turkey (both 19%). For young people, the most important factors for their current or future careers were the possibility of honing their skills (24%), and income (23%) while the most unimportant factors were fame (3%) and whether or not the organization they worked for made a positive impact on the world (13%). The most important factors for young people when thinking about their futures were their families (47%) and their health (21%); the welfare of the world at large (4%) and their local communities (1%) bottomed the list. According to the 2025 World Happiness Report, young adults living the Anglosphere (Australia, Canada, Ireland, New Zealand, the United Kingdom, and the United States) were most prone to pessimism, a consequence of their deteriorating mental health and economic hardship. The COVID-19 pandemic struck when the oldest members of Generation Z were just joining the workforce and the rest were still in school. While Generation Z proved to be less resilient than older cohorts, their fundamental values did not change, and they remained open to change, such as the transition towards hybrid school and remote work. On average, Generation Z is more likely to value ambition, creativity, and curiosity than the general population, including Millennials. A 2020 survey conducted by the Center for Generational Kinetics, on 1,000 members of Generation Z and 1,000 Millennials, suggests that Generation Z still would like to travel, despite the COVID-19 pandemic and the recession it induced. However, Generation Z is more likely to look carefully for package deals that would bring them the most value for their money, as many of them are already saving money for buying a house and for retirement, and they prefer more physically active trips. Mobile-friendly websites and social-media engagements are both important. They take advantage of the Internet to market and sell their fresh produce. In Western countries like the United Kingdom, teenagers now prefer to get their news from social-media networks such as Instagram and TikTok and the video-sharing site YouTube rather than more traditional media, such as radio or television. Having a mobile device has become almost universal by the time the first wave of Generation Z reaches adolescence. Some even have their phones besides them in bed. But despite being digital natives, Generation Z also values in-person interactions and recognizes the limits of virtual communications. Among children and teenagers of the 2010s, much leisure time is spent watching television, reading, social networking, watching YouTube videos, and playing games on smartphones. In recognition of the Internet culture of Generations Z and Alpha, the Oxford English Dictionary chose brain rot as its word of the year in 2024. During the 2010s, youth subcultures that were as influential compared to what existed during the late 20th century and the first decade of the 21st became scarcer and quieter, at least in real life though not necessarily on the Internet, and more ridden with irony and self-consciousness due to the awareness of incessant peer surveillance. In Germany, young people are more interested in a more mainstream lifestyle with goals such as finishing school, owning a home in the suburbs, maintaining friendships and family relationships, and stable employment, rather than popular culture, glamor, or consumerism. Boundaries between the different youth subcultures appear to have been blurred, and nostalgic sentiments have risen. Although nostalgia is normally associated with the elderly, this sentiment is now commonplace among those who came of age during the 2010s and 2020s. Struggling with present realities, Millennials and Generation Z long for the past, when life seemed simpler and less stressful, even if they have themselves never experienced it. For example, although an aesthetic dubbed 'cottagecore' in 2018 has been around for many years, it has become a subculture of Generation Z, especially on various social media networks in the wake of the mass lockdowns imposed to combat the spread of COVID-19. It is a form of escapism and aspirational nostalgia. Nostalgic sentiments surged during and after the COVID pandemic. Vintage fashion is growing in vogue among Millennial and Generation Z consumers. Nevertheless, large shares of Generation Z have never visited museums or heritage sites, preferring instead to watch television or browsing social media. Spotify consumer data from 2022 suggests that Generation Z is most nostalgic for the 1980s. The Netflix science-fiction horror series Stranger Things (2016–2025), popular among Generation Z, has revived interest in American aesthetics from the 1980s, when their parents, Generation X, were young. 1980s songs featured in the Stranger Things soundtracks that became popular among Generation Z included "Running Up That Hill" (1985) by Kate Bush, which has appeared in many TikTok videos. There is evidence that Generation Z is also nostalgic for the 1990s and 2000s, given the popularity of aesthetics such as grunge, Y2K, and Frutiger Aero among this cohort. Other trends of fashion and lifestyles among Generation Z include VSCO girl, E-girl and E-boy, Soft girl, and among many others, made popular by TikTok, Instagram, Pinterest, influencers and celebrities. In Japan, Generation Z experiences Shōwa nostalgia, and the Shōwa-era music of Akina Nakamori, Seiko Matsuda and Yōko Oginome is popular with them. 1970s and 1980s city pop music, such as that of Mariya Takeuchi, is also popular with Generation Z, both in and outside of Japan. Viewership for children's cable networks such as Disney Channel, Nickelodeon, and Cartoon Network was strong in the mid-late 2000s, when older Gen Z members were children. However, ratings began to fall in the early 2010s; Nickelodeon experienced a sharp double-digit decline by the end of 2011, described as "inexplicable" by Viacom management. This decline continued among Generation Alpha viewers in the 2020s, with the rise of streaming services. Generation Z continues to enjoy comfort television shows from the 1990s and 2000s, such as The Office (2005–2013) and Friends (1994–2004). In the United Kingdom, Friends was chosen by over 2,000 children and teenagers as their favorite program, according to a 2019 report by Childwise; most of these young people watched the series on Netflix rather than on television. Meanwhile, the animated series Bluey (2018–present), though made for preschool children, has been surprisingly well-received among teenagers and young adults because it portrays family life positively and makes them feel nostalgic. It also helps many Millennials and members of Generation Z heal emotional wounds from their childhoods. For decades, Western popular culture had defined youth culture and rebelliousness around the world. But things changed with Generation Z, for whom East Asia is the source of cultural touchstones of the early twenty-first century. This cohort has a strong affinity for South Korean popular music (K-pop) and Japanese animations (anime), as indicated by the size of their fan communities and viewership rates. Furthermore, certain icons of East Asian popular culture have become political symbols for Gen-Z protesters. Global demand for anime is projected to continue growing until at least 2030 due to interest among young people. Generation Z has a plethora of options when it comes to music consumption, allowing for a highly personalized experience. Spotify and terrestrial radio are the top choices for music listening, while YouTube is the preferred platform for music discovery. In mid-2023, Spotify reported more growth than expected in the number of subscribers among Generation Z. Additional research showed that within the past few decades, popular music has gotten slower; that majorities of listeners young and old preferred older songs rather than keeping up with new ones; that the language of popular songs was becoming more negative psychologically; and that lyrics were becoming simpler and more repetitive, approaching one-word sheets, something measurable by observing how efficiently lossless compression algorithms (such as the LZ algorithm) handled them. On the other hand, texture and rhythm are becoming more complex. Streaming services have made it extremely easy for listeners to sample songs; this is putting pressure on musicians to compose songs that are as easy to process and have as many hooks as possible. Sad music is quite popular among adolescents, though it can dampen their moods, especially among girls. According to a 2019 OECD survey, members of Generation Z were spending more time on electronic devices and less time reading books than before, with implications for their attention spans, vocabulary, academic performance, and future economic contributions. In New Zealand, child development psychologist Tom Nicholson noted a marked decline in vocabulary usage and reading among schoolchildren, many of whom are reluctant to use the dictionary. According to a 2008 survey[needs update] by the National Education Monitoring Project, about one in five year-four and year-eight pupils read books as a hobby, a ten-percent drop from 2000. In the United Kingdom, children and teenagers of the 2010s reportedly spent more time playing video games and watching YouTube videos but less time reading. By 2022, Generation Z accounted for the majority of book purchases in that country. However, teenage girls are much more likely than boys to read for pleasure. About one in three children struggle with finding something interesting to read. According to the Progress in International Reading Literacy Study (PIRLS), fourth graders in 2016, in 13 out of 20 countries and territories surveyed, were markedly less enthusiastic about reading than their predecessors in 2001 while their parents were even less keen on reading than they were. Among members of Generation Z who read, romantic fantasy and Japanese comics (manga), such as One Piece (1997–present) or Naruto (1999–2014), are some of the most popular. Unlike older cohorts, they are fond of fan fiction and escapism. In particular, One Piece appeals to Generation Z because of the optimism, enthusiasm, and friendship of the main characters. In addition, BookTok, a community on TikTok, has many members from Generation Z, especially teenage girls and young women. BookTok has stimulated a revival of volitional reading among the young and a surge in book sales for publishers. During the first two decades of the 21st century, writing and reading fan fiction and creating fandoms of fictional works became a prevalent activity worldwide. Demographic data from various depositories revealed that those who read and wrote fan fiction were overwhelmingly young, in their teens and twenties, and female. For example, an analysis published in 2019 by data scientists Cecilia Aragon and Katie Davis of the site FanFiction.Net showed that some 60 billion words of contents were added during the previous 20 years by 10 million English-speaking people whose median age was 151⁄2 years. Fan fiction writers base their work on various internationally popular cultural phenomena such as K-pop, Anime, Star Trek, Harry Potter, Twilight, Star Wars, Doctor Who, and My Little Pony, known as 'canon', as well as other things they considered important to their lives, like natural disasters. Much of fan fiction concerns the romantic pairing of fictional characters of interest, or 'shipping'. Aragon and Davis argued that writing fan fiction stories could help young people combat social isolation and hone their writing skills outside of school in an environment of like-minded people where they can receive (anonymous) constructive feedback, what they call 'distributed mentoring'. Informatics specialist Rebecca Black added that fan fiction writing could also be a useful resource for English-language learners. Indeed, the analysis of Aragon and Davis showed that for every 650 reviews a fan fiction writer receives, their vocabulary improved by one year of age, though this may not generalize to older cohorts. On the other hand, children browsing fan fiction contents might be exposed to cyberbullying, crude comments, and other inappropriate materials. Demographics As of 2020[update], although many countries have aging populations and declining birth rates, Generation Z was the largest generation alive. Bloomberg's analysis of United Nations data predicted that, in 2019, members of Generation Z accounted for 2.47 billion (32%) of the 7.7 billion inhabitants of Earth, surpassing the Millennial population of 2.43 billion. The generational cutoff of Generation Z and Millennials for this analysis was placed at 2000 to 2001. In 2018, Generation Z comprised the majority of the population of Africa. In 2017, 60% of the 1.2 billion people living in Africa fell below the age of 25. In 2019, 46% of the South African population, or 27.5 million people, are members of Generation Z. Statistical projections from the United Nations in 2019 suggest that, in 2020, the people of Niger had a median age of 15.2, Mali 16.3, Chad 16.6, Somalia, Uganda, and Angola all 16.7, the Democratic Republic of the Congo 17.0, Burundi 17.3, Mozambique and Zambia both 17.6. This means that more than half of their populations were born in the first two decades of the 21st century. These are the world's youngest countries by median age. According to a 2022 McKinsey & Company insight, Generation Z will account for a quarter of the population of the Asia-Pacific region by 2025, and possess a global spending power of approximately US$140bn by 2030. As a result of cultural ideals, government policy, and female modern medicine, there have been severe gender population imbalances in China and India. According to the United Nations, in 2018, there were 112 Chinese males for every hundred females ages 15 to 29; in India, there were 111 males for every hundred females in that age group. China had a total of 34 million excess males and India 37 million, more than the entire population of Malaysia. Together, China and India had a combined 50 million excess males under the age of 20. Such a discrepancy fuels loneliness epidemics, human trafficking (from elsewhere in Asia, such as Cambodia and Vietnam), and prostitution, among other societal problems. Out of the approximately 66.8 million people of the UK in 2019, there were approximately 12.6 million people (18.8%) in Generation Z, if defined as those born from 1997 to 2012. Generation Z is the most diverse generation in the European Union in regards to national origin. In Europe generally, 13.9% of those ages 14 and younger in 2019 (which includes older Generation Alpha) were born in another EU Member State, and 6.6% were born outside the EU. In Luxembourg, 20.5% were born in another country, largely within the EU (6.6% outside the EU compared to 13.9% in another member state); in Ireland, 12.0% were born in another country; in Sweden, 9.4% were born in another country, largely outside the EU (7.8% outside the EU compared to 1.6% in another member state). In Finland, 4.5% of people aged 14 and younger were born abroad and 10.6% had a foreign-background in 2021. However, Gen Z from eastern Europe is much more homogeneous: in Croatia, only 0.7% of those aged 14 and younger were foreign-born; in the Czech Republic, 1.1% aged 14 and younger were foreign-born. Higher portions of those ages 15 to 29 in 2019 (which includes younger Millennials) were foreign born in Europe. Luxembourg had the highest share of young people (41.9%) born in a foreign country. More than 20% of this age group were foreign-born in Cyprus, Malta, Austria and Sweden. The highest shares of non-EU born young adults were found in Sweden, Spain and Luxemburg. Like with those under age 14, countries in eastern Europe generally have much smaller populations of foreign-born young adults. Poland, Lithuania, Slovakia, Bulgaria and Latvia had the lowest shares of foreign-born young people, at 1.4 to 2.5% of the total age group. Data from Statistics Canada published in 2017 showed that Generation Z comprised 17.6% of the Canadian population. A report by demographer William Frey of the Brookings Institution stated that in the United States, the Millennials are a bridge between the largely white pre-Millennials (Generation X and their predecessors) and the more diverse post-Millennials (Generation Z and their successors). Frey's analysis of U.S. Census data suggests that as of 2019, 50.9% of Generation Z is white, 13.8% is black, 25.0% Hispanic, and 5.3% Asian. 29% of Generation Z are children of immigrants or immigrants themselves, compared to 23% of Millennials when they were at the same age. Members of Generation Z are slightly less likely to be foreign-born than Millennials; the fact that more American Latinos were born in the U.S. rather than abroad plays a role in making the first wave of Generation Z appear better educated than their predecessors. However, researchers warn that this trend could be altered by changing immigration patterns and the younger members of Generation Z choosing alternate educational paths. As a demographic cohort, Generation Z is smaller than the Baby Boomers and their children, the Millennials. According to the U.S. Census Bureau, Generation Z makes up about one quarter of the U.S. population, as of 2015. There was an 'echo boom' in the 2000s; this boom certainly increased the absolute number of future young adults, but did not significantly change the relative sizes of this cohort compared to their parents. According to a 2021 Gallup survey, 20.8%, or about one in five members, of Gen Z identify as LGBTQ+. Economic trends As consumers, members of Generation Z are typically reliant on the Internet to research their options and to place orders. They tend to be skeptical and will shun firms whose actions and values are contradictory. Their purchases are heavily influenced by trends promoted by "influencers" on social media, as well as the fear of missing out (FOMO) and peer pressure. The need to be "trendy" is a prime motivator. In the West, while majorities might signal their support for certain ideals such as "environmental consciousness" to pollsters, actual purchases do not reflect their stated views, as can be seen from their high demand for cheap but not durable clothing ("fast fashion"), or preference for rapid delivery. Despite their socially progressive views, large numbers are still willing to purchase these items when human rights abuses in the developing countries that produce them are brought up. However, young Western consumers of this cohort are less likely to pay a premium for what they want compared to their counterparts from emerging economies. In China, young people have less disposable income than before due to a slowing economy. Even so, while they are saving money on basic necessities, they are willing to spend more money on hobbies or items that make them feel happy. In culturally modernizing Saudi Arabia, where 63% of the population was under the age of 30 as of 2024, luxury brands have seen growth in the market aimed at young consumers, most of whom make online purchases and prefer products that not only reflects their cultural heritage but are also modern. In Central Eastern Europe, inflation and food insecurity have become a serious source of distress among university students. In much of Western Europe, Generation Z faces economic stagnation or even falling standards of living. In the United Kingdom, Generation Z's general avoidance of alcohol and tobacco has noticeably reduced government revenue in the form of the sin tax. Indeed, many young Britons remain dependent on their parents to pay their bills in a stagnant economy and about a quarter spends virtually nothing on luxuries. In Canada, Generation Z has been accruing significant debt purchasing luxuries such as concert tickets (to other countries) or designer clothing despite its economic precariousness, a phenomenon dubbed "doom spending" by economists and described as a "trauma response" by psychotherapists. But in the United States, young people enjoy much better economic prospects. Due to their relatively high income, members of Generation Z in the U.S. have higher spending habits. According to new research, they rely on social media to make purchasing decisions, with health and beauty products being the most consumed category on these platforms. As of the 2020s, an absolute majority of Gen-Z Latin Americans live in multi-person households, and for them, affordability is a constant worry. Due to the rising cost of living, young Canadians have been eating fast food less often. Instead, they are turning to buying groceries and cooking their own meals. However, they have also been accumulating significant (credit card) debt from frequently ordering food deliveries. In the United States, Generation Z has shown a high level of interest as well as vegetarian and vegan food options, including plant-based meat. Latin American youths typically enjoy nuts and classic bakery products, such as pan dulce. Across the world, Generation Z is noticeably less keen on drinking alcoholic beverages compared to the Baby Boomers, partly as a consequence of public-health warnings. In Australia, for instance, monthly consumption by people aged 18 to 24 halved between the early 2010s and early 2020s. In France, farmers in the Bordeaux regions have been replacing their grape vines with other crops due to cratering demand for alcohol among the young. In Latin America, coffee and soft drinks are the preferred drinks of Generation Z. Across the developed world, young people are noticeably less likely to get a driver's license or to own a car than older generations. This new trend is driven by the possibility of making online purchases, economic constraints, concerns for the environment, viability of alternatives to driving (walking, biking, public transit, and ride sharing), and growing restrictions on driving within urban areas. In the United States, however, decades of auto-centric urban development have led to under-investment in walkable neighborhoods, bicycle lanes, and public transit, making it likely that most members of Generation Z will eventually become frequent drivers, like the Millennials before them, even if they dislike cars. According to the International Labor Organization (ILO), the COVID-19 pandemic has amplified youth unemployment, but unevenly. By the mid-2020s, about a quarter of young people worldwide were neither in employment, in education, or training (NEET). From the developed world to developing countries, many struggle to make a living in low-pay low-productivity jobs while dealing with high inflation. The International Monetary Fund (IMF) considers this global trend to pose not just a social risk but also a macroeconomic one that threatens the future of today's youths. In the early 2020s, Chinese youths are finding that their university degrees offer little help in job hunting. In fact, due to the mismatch between education and the job market, those with no university qualifications are less likely to be unemployed. By June 2023, China's unemployment rate for people aged 16 to 24 was about one fifth. In South Korea, people below the age of 40 are increasingly interested in relocating from the cities, especially Seoul, to the countryside and working on the farm. Working in a conglomerate like Samsung or Hyundai Group no longer appeals to young people, many of whom prefer to avoid becoming a workaholic or are pessimistic about their ability to be as successful as their fathers. In South and Southeast Asia, while there has been considerable economic growth, large numbers of young adults remain without jobs, especially in Indonesia, Nepal, and Bangladesh. In a number of Western countries, the number of young adults who were NEET or stay-at-home parents has grown significantly between the 2010s and 2020s. In the United Kingdom, Generation Z is facing a gig economy with precarious prospects and stagnant wages. Many young Europeans with high skills are leaving their home countries for places that offer more job opportunities, higher salaries, and lower taxes; they typically choose another country in Europe with a stronger economy or the United States. In Canada, people aged 15 to 24 faced an unemployment rate of 12.2%, or more than twice that of prime working-age adults, as of 2025. Among university students, that number was over one fifth, the highest since the Great Recession of the late 2000s. Young graduates face not only a tough labor market, but also global trade wars, persistent inflation, industrial automation and artificial intelligence. In the United States, the youth unemployment rate (16–24) was 7.5% in May 2023, the lowest in 70 years. American high-school graduates could join the job market right away, with employers offering them generous bonuses, high wages, and apprenticeship programs in order to offset the ongoing labor shortage. Generation Z in the United States as a group is projected to be richer than previous generations at the same age thanks to higher wage growth and greater inheritance from their parents and grandparents, who have accumulated enormous wealth. As of 2023, members of Generation Z in North America and especially developing Asian nations were a much more optimistic about their economic prospects and more likely to believe in the value of hard work than their counterparts in developed Asia, Western Europe, or Latin America. As workers, Generation Z tends to prioritize a financial security, meaning, and their own well-being. They also value a work–life balance. For large swaths of Generation Z in the developed Anglosphere, home ownership remains a distant prospect. Due to opposition from local property owners, who view their homes not just as a place to live in but also a tool for wealth accumulation, new homes have not been built at a pace fast enough to satisfy demand, leading to critical shortages and high prices. This has had a demoralizing effect on young people in the English-speaking world, making them less willing to work hard and save money. Education East Asian and Singaporean students consistently earned the top spots in international standardized tests in the 2010s and 2020s. Globally, reading comprehension and numeracy have been declining. The OECD's Program for International Student Assessment (PISA) tests administered in 2022 unveiled the continuation of a long-term decline in reading and mathematical skills since the early 2010s. In other words, the COVID-19 pandemic was only one contributing factor. Even so, fifteen-year-old students (tenth graders) from Singapore, Macau, Hong Kong, Taiwan, South Korea, and Japan were largely unaffected or even saw an improvement. Once high-performing European countries—Iceland, Sweden, and Finland—continued their years-long decline. The U.S. national average remained behind those of many other industrialized nations. By 2024, many places around the world have decided to ban the use of mobile phones in the classroom to help their students concentrate better. Different nations and territories approach the question of how to nurture gifted students differently. During the 2000s and 2010s, whereas the Middle East and East Asia (especially China, Hong Kong, and South Korea) and Singapore actively sought them out and steered them towards top programs, Europe and the United States had in mind the goal of inclusion and chose to focus on helping struggling students. In 2010, for example, China unveiled a decade-long National Talent Development Plan to identify able students and guide them into STEM fields and careers in high demand; that same year, England dismantled its National Academy for Gifted and Talented Youth and redirected the funds to help low-scoring students get admitted to elite universities. Developmental cognitive psychologist David Geary observed that Western educators remained "resistant" to the possibility that even the most talented of schoolchildren needed encouragement and support and tended to concentrate on low performers. In addition, even though it is commonly believed that past a certain IQ benchmark (typically 120), practice becomes much more important than cognitive abilities in mastering new knowledge, recently published research papers based on longitudinal studies, such as the Study of Mathematically Precocious Youth (SMPY) and the Duke University Talent Identification Program, suggest otherwise. As of the 2020s, young women have outnumbered men in higher education across the developed world, reversing a historical trend. At the same time, the number of men in their 20s who are in neither education, employment, or training (NEET) has been rising. In France and the United Kingdom, this number has surpassed that of women. Since the early 2000s, the number of students from emerging economies going abroad for higher education has risen markedly. This was a golden age of growth for many Western universities admitting international students. In the late 2010s, around five million students traveled abroad each year for higher education, with the developed world being the most popular destinations and China the biggest source of international students. In 2019, the United States was the most popular destination for international students, with 30% of its international student body coming from mainland China, Australia, Canada, the United Kingdom, and Japan. Among children of the Chinese ruling class ("princelings"), attending elite institutions in the United States was commonplace and seen as a status symbol, but the deterioration of Sino-American relations as exemplified by President Donald Trump's entry restrictions on Chinese students in addition to the complications produced by the COVID-19 pandemic reduced the number of Chinese students enrolling in many American colleges and universities. But even before the pandemic, undergraduate and graduate enrollments of native-born American citizens have both been in decline, while trade schools continue to attract growing numbers of students due to a shortage of high-skilled blue-collar workers. Since the 2000s, numerous institutions of higher learning have permanently closed. These trends have led to the speculation that the higher-education bubble in the United States might deflate. But among the top colleges and universities, there is still growth in the number of applicants. This is due partly to students sending their applications to more schools for a chance of getting admitted and because these institutions have not significantly expanded their capacities. Although international enrollments rebounded post-pandemic, with a surge of students coming from India and sub-Saharan Africa, dependency on foreign students is a long-term liability for many American schools, which now face a political zeitgeist that has turned against immigration. Meanwhile, in Canada, the government has cut the number of international student visas granted each year in response to growing public disapproval of current levels of immigration. The same thing happened in Australia. Because China's expansion of higher education was done for political rather than economic reasons, the country is currently overproducing university graduates, who are struggling to find white-collar jobs that match their education. In 2023, as many as one in five Chinese graduates struggled to find gainful employment. Enrollment in higher education was just under 60% during the early 2020s, compared to around 40% in the United States. In response, the government has recommended that students and their families consider vocational training programs to fill factory jobs. Health issues In general, teenagers and young adults are especially vulnerable to depression and anxiety due to the changes to the brain during adolescence. While materially well off, young people today commonly perceive the world in which they live to be highly precarious, complex, and ambiguous, which has a negative effect on their mental well-being. A 2025 survey found that 46% of American Generation Z members had been diagnosed with a mental health condition. A 2020 meta-analysis found that the most common psychiatric disorders among adolescents were ADHD, anxiety disorders, behavioral disorders, and depression, consistent with a previous one from 2015. Data from the World Health Organization (WHO) and the Program for International Student Assessment (PISA) indicate that while the percentages of teenagers reporting mental-health issues (such as psychological distress and loneliness) remained approximately the same during the 2000s, they steadily increased during the 2010s. While the COVID-19 pandemic has damaged the mental health of people of all ages, the increase was most noticeable for people aged 15 to 24. A 2021 UNICEF report stated that 13% of ten- to nineteen-year-olds around the world had a diagnosed mental health disorder and that suicide was the fourth most common cause of death among fifteen- to nineteen-year-olds. It commented that "disruption to routines, education, recreation, as well as concern for family income, health and increase in stress and anxiety, [caused by the COVID-19 pandemic] is leaving many children and young people feeling afraid, angry and concerned for their future." It also noted that the pandemic had widely disrupted mental health services. Anxiety over climate change has compounded the problem. Though males remain more likely than females to commit suicide, the prevalence of suicide among teenage girls has risen significantly during the 2010s in many countries. For example, data from the British National Health Service (NHS) showed that in England, hospitalizations for self-harm doubled among teenage girls between 1997 and 2018, but there was no parallel development among boys. In some Western countries—Australia, the Netherlands, Spain, the United Kingdom, and parts of the United States—intervention programs have been set up to prevent depression among teenagers. However, funding has been limited. Sleep deprivation is on the rise among contemporary youths, due to a combination of poor sleep hygiene, caffeine intake, beds that are too warm, a mismatch between biologically preferred sleep schedules at around puberty and social demands, insomnia, growing homework load, and having too many extracurricular activities. Consequences of sleep deprivation include low mood, worse emotional regulation, anxiety, depression, increased likelihood of self-harm, suicidal ideation, and impaired cognitive functioning. In addition, teenagers and young adults who prefer to stay up late tend to have high levels of anxiety, impulsivity, alcohol intake, and tobacco smoking. A study by Glasgow University found that the number of schoolchildren in Scotland reporting sleep difficulties increased from 23% in 2014 to 30% in 2018. 37% of teenagers were deemed to have low mood (33% males and 41% females), and 14% were at risk of depression (11% males and 17% females). Older girls faced high pressure from schoolwork, friendships, family, career preparation, maintaining a good body image and good health. In Canada, teenagers sleep on average between 6.5 and 7.5 hours each night, much less than what the Canadian Paediatric Society recommends, 10 hours. According to the Canadian Mental Health Association, only one out of five children who needed mental health services received it. In Ontario, for instance, the number of teenagers getting medical treatment for self-harm doubled in 2019 compared to ten years prior. The number of suicides has also gone up. Various factors that increased youth anxiety and depression include over-parenting, perfectionism (especially with regards to schoolwork), social isolation, social-media use, financial problems, housing worries, and concern over some global issues such as climate change. In many countries, Generation Z youth are more likely to be diagnosed with intellectual disabilities and psychiatric disorders than older generations. A 2010 meta-analysis by an international team of mental health experts found that the worldwide prevalence of intellectual disability (ID) was around one percent. But the share of individuals with such a condition in low- to middle-income countries were up to twice as high as their wealthier counterparts. The researchers also found that ID was more common among children and adolescents than adults. A 2020 literature review and meta-analysis confirmed that the incidence of ID was indeed more common than estimates from the early 2000s. In 2013, a team of neuroscientists from the University College London published a paper on how neurodevelopmental disorders can affect a child's educational outcome. They found that up to 10% of the human population have specific learning disabilities or about two to three children in a (Western) classroom. Such conditions include dyscalculia, dyslexia, attention deficit hyperactivity disorder (ADHD), and autism spectrum disorder. A 2017 study from the Dominican Republic suggests that students from all sectors of the educational system utilize the Internet for academic purposes, yet those from lower socioeconomic backgrounds tend to rank the lowest in terms of reading comprehension skills. A 2020 report by psychologist John Protzko analyzed over 30 studies and found that children have become better at delaying gratification over the previous 50 years, corresponding to an average increase of 0.18 standard deviations per decade on the IQ scale. This is contrary to the opinion of the majority of the 260 cognitive experts polled (84%), who thought this ability was deteriorating. Researchers test this ability using the Marshmallow Test. Children are offered treats: if they are willing to wait, they get two; if not, they only get one. The ability to delay gratification is associated with positive life outcomes, such as better academic performance, lower rates of substance use, and healthier body weights. Possible reasons for improvements in the delaying gratification include higher standards of living, better-educated parents, improved nutrition, higher preschool attendance rates, more test awareness, and environmental or genetic changes. Some other cognitive abilities, such as simple reaction time, color acuity, working memory, the complexity of vocabulary usage, and three-dimensional visuospatial reasoning have shown signs of secular decline. In a 2018 paper, cognitive scientists James R. Flynn and Michael Shayer argued that the observed gains in IQ during the 20th century—commonly known as the Flynn effect—had either stagnated or reversed, as can be seen from a combination of IQ and Piagetian tests. In the Nordic nations, there was a clear decline in general intelligence starting in the 1990s, an average of 6.85 IQ points if projected over 30 years. In Australia and France, the data remained ambiguous; more research was needed. In the United Kingdom, young children experienced a decline in the ability to perceive weight and heaviness, with heavy losses among top scorers. In German-speaking countries, young people saw a fall in spatial reasoning ability but an increase in verbal reasoning skills. In the Netherlands, preschoolers and perhaps schoolchildren stagnated (but seniors gained) in cognitive skills. What this means is that people were gradually moving away from abstraction to concrete thought. On the other hand, the United States continued its historic march towards higher IQ, a rate of 0.38 per decade, at least up until 2014. South Korea saw its IQ scores growing at twice the average U.S. rate. The secular decline of cognitive abilities observed in many developed countries might be caused by diminishing marginal returns due to industrialization and to intellectually stimulating environments for preschoolers, the cultural shifts that led to frequent use of electronic devices, the fall in cognitively demanding tasks in the job market in contrast to the 20th century, and possibly dysgenic fertility. A 2015 study found that the frequency of nearsightedness has doubled in the United Kingdom within the last 50 years. Ophthalmologist Steve Schallhorn, chairman of the Optical Express International Medical Advisory Board, noted that research has pointed to a link between the regular use of handheld electronic devices and eyestrain. The American Optometric Association sounded the alarm in a similar vein. According to a spokeswoman, digital eyestrain, or computer vision syndrome, is "rampant, especially as we move toward smaller devices and the prominence of devices increase in our everyday lives." Symptoms include dry and irritated eyes, fatigue, eye strain, blurry vision, difficulty focusing, headaches. However, the syndrome does not cause vision loss or any other permanent damage. To alleviate or prevent eyestrain, the Vision Council recommends that people limit screen time, take frequent breaks, adjust the screen brightness, change the background from bright colors to gray, increase text sizes, and blinking more often. Parents should not only limit their children's screen time but should also lead by example. While food allergies have been observed by doctors since ancient times and virtually all foods can be allergens, research by the Mayo Clinic in Minnesota found they have been growing increasingly common since the early 2000s. Today, one in twelve American children has a food allergy, with peanut allergy being the most prevalent type. Reasons for this remain poorly understood. Nut allergies in general have quadrupled and shellfish allergies have increased 40% between 2004 and 2019. In all, about 36% of American children have some kind of allergy. By comparison, this number among the Amish in Indiana is 7%. Allergies have also risen ominously in other Western countries. In the United Kingdom, for example, the number of children hospitalized for allergic reactions increased by a factor of five between 1990 and the late 2010s, as did the number of British children allergic to peanuts. In general, the better developed the country, the higher the rates of allergies. Reasons for this remain poorly understood. One possible explanation, supported by the U.S. National Institute of Allergy and Infectious Diseases, is that parents keep their children "too clean for their own good". They recommend exposing newborn babies to a variety of potentially allergenic foods, such as peanut butter before they reach the age of six months. According to this "hygiene hypothesis", such exposures give the infant's immune system some exercise, making it less likely to overreact. Evidence for this includes the fact that children living on a farm are consistently less likely to be allergic than their counterparts who are raised in the city, and that children born in a developed country to parents who immigrated from developing nations are more likely to be allergic than their parents are. A research article published in 2019 in the journal The Lancet reported that the number of South Africans aged 15 to 19 being treated for HIV increased by a factor of ten between 2010 and 2019. This is partly due to improved detection and treatment programs. However, less than 50% of the people diagnosed with HIV went onto receive antiviral medication due to social stigma, concerns about clinical confidentiality, and domestic responsibilities. While the annual number of deaths worldwide due to HIV/AIDS has declined from its peak in the early 2000s, experts warned that this venereal disease could rebound if the world's booming adolescent population is left unprotected. Data from the Australian Bureau of Statistics reveal that 46% of Australians aged 18 to 24, about a million people, were overweight in 2017 and 2018. That number was 39% in 2014 and 2015. Obese individuals face higher risks of type II diabetes, heart disease, osteoarthritis, and stroke. The Australian Medical Associated and Obesity Coalition have urged the federal government to levy a tax on sugary drinks, to require health ratings, and to regulate the advertisement of fast foods. In all, the number of Australian adults who are overweight or obese rose from 63% in 2014–15 to 67% in 2017–18. Globally, there is evidence that girls in Generation Z experienced puberty at considerably younger ages compared to previous generations, with implications for their welfare and their future. The prevalence of allergies among adolescents and young adults in this cohort is greater than in the general population. In Europe and the United States, the average age of the onset of puberty among girls was around 13 in the early 21st century, down from about 16 a hundred years earlier. Early puberty is associated with a variety of mental health issues, such as anxiety and depression (as people at this age tend to strongly desire conformity with their peers), early sexual activity, substance use, tobacco smoking, eating disorders, and disruptive behavioral disorders. Girls who mature early also face higher risks of sexual harassment. Moreover, in some cultures, pubertal onset remains a marker of readiness for marriage, for, in their point of view, a girl who shows signs of puberty might engage in sexual intercourse or risk being assaulted, and marrying her off is how she might be 'protected'. To compound matters, factors known for prompting mental health problems are themselves linked to early pubertal onset; these are early childhood stress, absent fathers, domestic conflict, and low socioeconomic status. Possible causes of early puberty could be positive, namely improved nutrition, or negative, such as obesity and stress. Other triggers include genetic factors, high body-mass index (BMI), exposure to endocrine-disrupting substances that remain in use, such as Bisphenol A (found in some plastics) and dichlorobenzene (used in mothballs and air deodorants), and to banned but persistent chemicals, such as dichlorodiphenyl-trichloroethane (DDT) and dichlorodiphenyldichloroethylene (DDE), and perhaps a combination thereof (the 'cocktail effect'). A 2019 meta-analysis and review of the research literature from all inhabited continents found that between 1977 and 2013, the age of pubertal onset among girls has fallen by an average of almost three months per decade, but with significant regional variations, ranging from 10.1 to 13.2 years in Africa to 8.8 to 10.3 years in the United States. This investigation relies on measurements of thelarche (initiation of breast tissue development) using the Tanner scale rather than self-reported menarche (first menstruation) and MRI brain scans for signs of the hypothalamic-pituitary-gonadal axis being reactivated. Furthermore, there is evidence that sexual maturity and psychosocial maturity no longer coincide; 21st-century youth appears to be reaching the former before the latter. Neither adolescents nor societies are prepared for this mismatch.[e] Political views and participation As a group, Generation Z in Western countries was initially on the left to center-left of politics, but has been moving towards the right since the early 2020s. Moreover, there is a significant gender gap in political views among the young around the world. Polling on immigration in various countries receives mixed responses from Generation Z. Among developed democracies, young people's faith in the institutions, including their own government, has declined compared to that of previous generations. Among respondents aged 15–29, trust in their national governments was the lowest in Greece, Italy, the United States, the United Kingdom, and South Korea, and highest in New Zealand, Ireland, Finland, Lithuania, and Switzerland. In many European nations, the economic crises of the late 2000s and early 2010s have shaken young voters' faith in the welfare state, which they view as something that mostly benefits old people. In Australia, where members of Generation Z as a group feel alienated by mainstream politics, about half vote only to avoid a fine. Voting is compulsory in that country. In tandem with more members of Generation Z being able to vote in elections during the late 2010s and early 2020s, the youth vote has increased in both Europe and the United States. In Australia, Millennials and Generation Z outnumbered the Baby Boomers as voters by the 2025 federal election. By the mid-2020s, young adults on both sides of the North Atlantic have demonstrated a willingness to vote for the populist right. In Europe, voters from Generation Z swung from favoring the Greens in the 2019 European Parliament elections to supporting parties of the (far) right in 2024. In the United States, while Generation Z might still support some left-wing causes like the Millennials, they have shifted noticeably towards the right since 2020 as their priorities change. Polls consistently show that the Democratic Party has been steadily hemorrhaging support among young adults during the late 2010s and early 2020s, even though they largely disapprove of the Republican Party. By the early 2020s, young voters in Europe have become increasingly concerned about the rising cost of living, violent crime, declining public services in rural areas, immigration, and the Russo-Ukrainian War. In Canada, voters under the age of 30 are most worried about the housing shortage, the cost of living, and crime rates; they, especially men, favored the Conservatives by a sizeable margin in 2025. In the United States, the single most important issue for Generation Z is the economy (including inflation; the costs of housing, healthcare, and higher education; income inequality; and taxes). Political scientist Jean-Yves Camus dismissed the stereotype of young people altruistically voting for green or left-wing parties as misguided and outdated. Living as young adults in what they perceive as a volatile world, they crave security. Compared to older cohorts, young voters of the 2020s have grown up with dimmer economic prospects and as such are more likely to think of life as a zero-sum competition for scarce resources and opportunities. Multinational polls conducted in the early 2020s reveal that with Generation Z, the age-old pattern of younger cohorts holding more liberal or progressive sociopolitical views than their elders is no longer true in general. Nevertheless, in Australia, not only does Generation Z start out as more liberal than their predecessors when they were at the same age, they also do not transition towards conservatism at the same rate as they get older. But these broad trends conceal a significant gender divide across the Western world, with young women (under 30) being left-leaning and young men being right-leaning on a variety of issues from immigration to sexual harassment. Both young men and young women are willing to vote for politically extreme parties or candidates. In the United Kingdom, while young adults are broadly left-leaning, young women are more likely to support the Green Party. In the United States, although a majority of male Zoomers voted for Donald Trump in 2024, young women were more split. Some individuals who support gender equality are hesitant to identify as "feminist" because there are different interpretations of what the term represents in contemporary society. Furthermore, the backlash against feminism among young men is quite strong in many countries; older men tend to hold similar views to women across age groups on this topic. Significant numbers of Gen-Z men support traditional gender roles, believe that it is much harder to be a man today, and that women's emancipation has gone too far and has come at their expense. This political sex gap has been noticeable since the 2000s, but has widened since the mid-2010s. This growing difference has also been observed among young adults in China and South Korea. Across the Western world, young men's socioeconomic status has been on the decline relative to young women's, something certain online influencers such as Andrew Tate exploit in order to cultivate in their followers a zero-sum mindset and a deep resentment for women. Anti-feminist circles—the manosphere—have attracted large numbers of Gen-Z men in Australia and South Korea. This polarization of the sexes is exacerbated by social media. Politically engaged members of Generation Z are more likely than their elders to avoid buying from or working for companies that do not share their sociopolitical views, and they take full advantage of the Internet as activists. Consequently, maintaining a presence on social media networks, especially TikTok, is vital for politicians and political parties dependent upon the youth vote, such as the Left (Die Linke) and the Alternative for Germany (AfD), the two most popular German political parties among young voters in the 2025 federal election. Social media are platforms using which those on the margins of politics can directly address the public, eroding the advantages of establishment figures. In fact, 2025 proved to be a turning point in Australian politics as the three major political parties—the Labor Party, the Liberal-National Coalition, and the Green Party—all spent considerable resources campaigning on TikTok, vying for youth support. For their part, members of Generation Z are also influenced by the political views of the people they follow on social media. An early political movement primarily driven by Generation Z was School Strike for Climate of the late 2010s. The movement involved millions of young people around the world who followed the footsteps of Swedish activist Greta Thunberg to skip school in order to protest in favor of greater action on climate change. Around the world, large numbers of people from this cohort feel angry, anxious, guilty, helpless, and sad about climate change and are dissatisfied with how their governments have responded so far. However, their consumption choices (see above) reveal a gap between their stated values and their activism. Generation Z continues to be highly active in politics during the 2020s. In Iran, activists, most of whom women, took to the streets in 2022 to voice their disapproval of their government after 22-year-old Mahsa Amini died in morality police custody; she was arrested for allegedly violating the state's Islamic dress code. In Bangladesh, students overthrew the autocratic regime of Prime Minister Sheikh Hasina in the July Revolution of 2024, putting an end to what they deemed an unfair quota system of the Bangladeshi civil service and a massacre. In Kenya, young people, long faced with government corruption and economic precariousness despite being better educated that older generations, protested the 2024 tax hikes of President William Ruto. In 2025, Generation Z took to the streets of Nepal to protest a ban on social media platforms (which was later lifted) and the extravaganza and nepotism of the ruling class; they also toppled the communist government of Prime Minister Sharma Oli. This cohort also demonstrated to voice their disapproval of their governments' corruption and economic mismanagement in Indonesia and the Philippines, taking advantage of social media to organize and plan their events. In Morocco, Generation Z organized civil disobedience on Discord in response to inadequate public services, high unemployment, and high government spending on the 2030 FIFA World Cup. In Madagascar, a coup by Generation Z, who felt upset by water and power shortages, unemployment, and the dilapidated state of universities, paved the way for Colonel Michael Randrianirina to declare himself the interim president. In Peru, the president was impeached following mass unrest in response to an unpopular pension reforms and violent crime. In 2025, Bulgaria became the first European nation whose government was felled by members of Generation Z, who were upset by years of government dysfunction and corruption. Protests in one country in many cases have inspired those in other places, facilitated by social media platforms. In all, with the notable exceptions of the United States and Israel, developing countries with low median ages—that is, youth bulges—are most at risk of a major protest by Generation Z. In many protests of Generation Z in the 2020s, the Straw Hat Pirates' Jolly Roger from the manga series One Piece has become an international symbol of solidarity. This flag was first used in the protests in Indonesia, but has since been spotted in Morocco, Peru, the Philippines, and Mexico. In South Korea, K-pop music, such as the song "Into the New World" (2007) by Girls' Generation was used an anti-corruption protests of 2016-17, despite its largely apolitical lyrics. It was also used in pro-democratic rallies in Hong Kong in 2019-20 as well as in Thailand in 2020-21. Religious tendencies In the Middle East and North Africa, young people were much more pious in the early 2020s compared to the late 2010s. Young Latin Americans of the 2020s are markedly more likely to be irreligious than the previous decade, making their region as a whole more secular. Those with higher education are especially likely to be religiously unaffiliated. Nevertheless, belief in astrology and spirituality remained common. In Western Europe and North America, Generation Z is the least religious generation in history. More members of Generation Z describe themselves as nonbelievers than any previous generation and reject religious affiliation, though many of them still describe themselves as spiritual. However, there is a significant gender gap in certain countries, such as Finland and the United States, where young women are secularizing faster than young men. The 2016 British Social Attitudes Survey found that 71% of people between the ages of 18 and 24 had no religion, compared to 62% the year before. A 2018 ComRes survey found two-thirds of the same age group have never attended church; among the remaining third, 20% went a few times a year, and 2% multiple times per week. According to British Office for National Statistics (ONS), people under the age of 40 in England and Wales are more likely to consider themselves irreligious rather than Christian. In Canada, 43% of people aged 15 to 35 were religiously unaffiliated in 2021. Young Canadian adults, who are much more likely to have higher education than their counterparts in other countries of the OECD in the 2020s, tend to have a negative opinion of religion, viewing it as incompatible with modernity. In the United States, although the long-term decline of religion has slowed during the 2020s, the generational shift in religiosity remains palpable. The United States saw one of the fastest declines of religion between the late 2000s and early 2020s, behind only Greece and Italy. Millennials and Generation Z are driving the trend. Young women are leaving religion at a faster pace than young men, and have become no more religious than men, breaking a historical norm. Atheism is more common among Generation Z than in prior generations. Risky behaviors Adolescent pregnancy has been in decline during the early 21st century all across the industrialized world, due to the widespread availability of contraception and the growing avoidance of sexual intercourse among teenagers. In the European Union and the United Kingdom, teenage parenthood has fallen 58% and 69%, respectively, between the 1990s and the 2020s. In New Zealand, the pregnancy rate for females aged 15 to 19 dropped from 33 per 1,000 in 2008 to 16 in 2016. Highly urbanized regions had adolescent pregnancy rates well below the national average whereas Māori communities had much higher than average rates. In Australia, it was 15 per 1,000 in 2015. In the United States, teenage pregnancy rates continued to decline, reaching 13.5 in 2022, the lowest on record. Northern European countries, above all the Netherlands, have some of the world's lowest teenage pregnancy and abortion rates by implementing thorough sex education. 2020 data from the UK Office for National Statistics (ONS) showed on a per-capita basis, members of Generation Z binged on alcohol 20% less often than Millennials. However, 9.9% of people aged 16 to 24 consumed at least one drug in the past month, usually cannabis, or more than twice the share of the population between the ages of 16 and 59. "Cannabis has now taken over from the opiates in terms of the most people in treatment for addiction," psychopharmacologist Val Curran of the University College London (UCL) told The Telegraph. Moreover, the quality and affordability of various addictive drugs have improved in recent years, making them an appealing alternative to alcoholic beverages for many young people, who now have the ability to arrange a meeting with a dealer via social media. Addiction psychiatrist Adam Winstock of UCL found using his Global Drug Survey that young people rated cocaine more highly than alcohol on the basis of value for money, 4.8 compared to 4.7 out of 10. As of 2019, cannabis was legal for both medical and recreational use in Uruguay, Canada, and 33 states in the US. In the United States, Generation Z is the first to be born into a time when the legalization of marijuana at the federal level is being seriously considered. While adolescents (people aged 12 to 17) in the late 2010s were more likely to avoid both alcohol and marijuana compared to their predecessors from 20 years before, college-aged youths are more likely than their elders to consume marijuana. Marijuana use in Western democracies was three times the global average, as of 2012, and in the U.S., the typical age of first use is 16. This is despite the fact that marijuana use is linked to some risks for young people, such as in the impairment of cognitive abilities and school performance, though a causality has not been established in this case. During the 2010s, when most of Generation Z experienced some or all of their adolescence, reductions in youth crime were seen in some Western countries. A report looking at statistics from 2018 to 2019 noted that the numbers of young people aged ten to seventeen in England and Wales being cautioned or sentenced for criminal activity had fallen by 83% over the previous decade, while those entering the youth justice system for the first time had fallen by 85%. In 2006, 3,000 youths in England and Wales were detained for criminal activity; ten years later, that number fell below 1,000. In Europe, teenagers were less likely to fight than before. Research from Australia suggested that crime rates among adolescents had consistently declined between 2010 and 2019. In a 2014 report, Statistics Canada stated that police-reported crimes committed by persons between the ages of 12 and 17 had been falling steadily since 2006 as part of a larger trend of decline from a peak in 1991. Between 2000 and 2014, youth crimes plummeted 42%, above the drop for overall crime of 34%. In fact, between the late 2000s and mid-2010s, the fall was especially rapid. This was primarily driven by a 51% drop in theft of items worth no more than CAN$5,000 and burglary. The most common types of crime committed by Canadian adolescents were theft and violence. At school, the most frequent offenses were possession of cannabis, common assault, and uttering threats. Overall, although they made up only 7% of the population, adolescents stood accused of 13% of all crimes in Canada. In addition, mid- to late-teens were more likely to be accused of crimes than any other age group in the country. Family and social life Parents increasingly realize that in order to ensure their children have the best future attainable, they must have fewer of them and invest more resources per child. Sociologists Judith Treas and Giulia M. Dotti Sani analyzed the diaries of 122,271 parents (68,532 mothers and 53,739 fathers) aged 18 to 65 in households with at least one child below the age of 13 from 1965 to 2012 in eleven Western countries—Canada, the United Kingdom, the United States, Spain, Italy, France, the Netherlands, Germany, Denmark, Norway, and Slovenia—and discovered that in general, parents had been spending more and more time with their children. In 2012, the average mother spent twice as much time with her offspring than her counterpart in 1965. Among fathers, the average amount of time quadrupled. Nevertheless, women were still the primary caregivers. Parents of all education levels were represented, though those with higher education typically spent much more time with their children, especially university-educated mothers. France was the only exception. French mothers were spending less time with their children whereas fathers were spending more time. This overall trend reflected the dominant ideology of "intensive parenting"—the idea that the time parents spend with children is crucial for their development in various areas and the fact that fathers developed more egalitarian views with regards to gender roles over time and became more likely to want to play an active role in their children's lives. In the United Kingdom, there was a widespread belief in the early 21st century that rising parental, societal and state concern for the safety of children was leaving them increasingly mollycoddled and slowing the pace they took on responsibilities. The same period saw a rise in child-rearing's position in the public discourse with parenting manuals and reality TV programs focused on family life, such as Supernanny, providing specific guidelines for how children should be cared for and disciplined. According to Statistics Canada, the number of households with both grandparents and grandchildren remained rare but grew in the early 21st century. In 2011, five percent of Canadian children below the age of ten lived with a grandparent, up from 3.3% in the previous decade. This is in part because Canadian parents in the early 21st century could not (or believe they could not) afford childcare and often find themselves having to work long hours or irregular shifts. Meanwhile, many grandparents struggled to keep up with their highly active grandchildren on a regular basis due to their age. Because Millennials and members of Generation X tend to have fewer children than their parents the Baby Boomers, each child typically receives more attention from grandparents and parents compared to previous generations. According to the OECD PISA surveys, 15-year-olds in 2015 had a tougher time making friends at school than ten years prior. European teenagers were becoming more and more like their Japanese and South Korean counterparts in social isolation. This might be due to intrusive parenting, heavy use of electronic devices, and concerns over academic performance and job prospects. Despite being almost incessantly online, large swaths of Generation Z are willing and able to form offline or face-to-face social relationships. Although the sociocultural zeitgeist of social media platforms have a greater influence on them than their families and schools, authenticity is of great importance to them. According to a 2014 report from UNICEF, some 250 million females were forced into marriage before the age of 15, especially in South Asia and sub-Saharan Africa. Problems faced by child brides include loss of educational opportunity, less access to medical care, higher childbirth mortality rates, depression, and suicidal ideation. During the 2020s, young adults around the world are much more likely to be romantically unattached, either by choice or circumstance, than older living generations at the same age. This trend is most pronounced among urban, university-educated young women, and the poor. East Asia, the Middle East, North Africa, and Latin America saw the steepest declines compared to the 2000s. In Europe, Generation Z is noticeably less likely to be married or living with a partner, compared to older cohorts. Many youths are also uninterested in having children. Some have pets instead. Social media, online dating sites, and political polarization are contributing factors to this social trend among Generation Z. In Australia, growing numbers of older teenage boys and young men have been avoiding romantic relationships altogether, citing concerns over the traumatic experiences of older male family members, including false accusations of sexual misconduct or loss of assets and money after a divorce. In China, young people nowadays are much more likely to deem marriage and children sources of stress rather than fulfillment. This trend is an extension of the "lying flat" movement, popular among Chinese youths. Pluralities of young urban residents of the 2020s told pollsters they were not planning to get married due to having trouble finding the right person, the high costs of marriage, or skepticism of marriage. Across East Asia, young women are increasingly wary of marriage in their highly patriarchal societies. As social scientist Wei-Jun Jean Yeung of the National University of Singapore explains, "The opportunity cost of getting married may be high: women think that if they get married they may have to give up working to take care of their in-laws, parents and children, plus do housework." In India, Generation Z is more likely to adopt non-traditional relationships, such as open or casual ones, than prior cohorts due to changes in technology, cultural change, and a greater emphasis on self-growth and individual autonomy. While urban university-educated young women of the 2010s and 2020s often hold gender-egalitarian views, this is not the case among young men. In China, for instance, men with higher education view feminism as a threat. Among Australian teenagers and young men, many have joined the Men Going Their Own Way (MGTOW) community—an outgrowth of the men's rights movement, but one that emphasizes detachment from women as a way to deal with the issues men face. In line with a fall in adolescent pregnancy in the developed world, which is discussed in more detail elsewhere in this article, there has also been a reduction in the percentage of the youngest adults with children. The Office for National Statistics has reported that the number of babies being born in the United Kingdom to 18 year old mothers had fallen by 58% from 2000 to 2016 and the amount being born to 18 year old fathers had fallen by 41% over the same period. Pew Research reports that in 2016, 88% of American women aged 18 to 21 were childless as opposed to 80% of Generation X and 79% of Millennial female youth at a similar age. Use of information and communications technologies Generation Z is one of the first cohorts to have Internet technology readily available at a young age. With the Web 2.0 revolution that occurred throughout the mid-late 2000s and 2010s, they have been exposed to an unprecedented amount of technology in their upbringing, with the use of mobile devices growing exponentially over time[vague]. Anthony Turner characterizes Generation Z as having a "digital bond to the Internet", and argues that it may help youth to escape from emotional and mental struggles they face offline. According to U.S. consultants Sparks and Honey in 2014, 41% of Generation Z spend more than three hours per day using computers for purposes other than schoolwork, compared with 22% in 2004. In 2015, an estimated 150,000 apps, 10% of apps in Apple's App Store, were educational and aimed at children up to college level, though opinions are mixed as to whether the net result will be deeper involvement in learning and more individualized instruction, or impairment through greater technology dependence and a lack of self-regulation that may hinder child development. Parents who raise Gen Z children fear the overuse of the Internet, and dislike the ease of access to inappropriate information and images, as well as social networking sites where minors can gain access to people worldwide. Gen Z children, inversely, feel annoyed with their parents and complain about parents being overly controlling when it comes to their Internet usage. A 2015 study by Microsoft found that 77% of respondents aged 18 to 24 said yes to the statement, "When nothing is occupying my attention, the first thing I do is reach for my phone," compared to just 10% for those aged 65 and over. In a TEDxHouston talk, Jason Dorsey of the Center for Generational Kinetics stressed the notable differences in the way that Millennials and Generation Z consume technology, with 18% of Generation Z feeling that it is okay for a 13-year-old to have a smartphone, compared with just 4% for the previous generation. An online newspaper about texting, SMS and MMS writes that teens own cellphones without necessarily needing them; that receiving a phone is considered a rite of passage in some countries, allowing the owner to be further connected with their peers, and it is now a social norm to have one at an early age. An article from the Pew Research Center stated that "nearly three-quarters of teens have or have access to a smartphone and 30% have a basic phone, while just 12% of teens 13 to 15 say they have no cell phone of any type". These numbers are only on the rise and the fact that the majority own a cell phone became one of Generation Z's defining characteristics. The article states that "24% of teens go online 'almost constantly'." A survey of students from 79 countries by the OECD found that the amount of time spent using an electronic device has increased, from under two hours per weekday in 2012 to close to three in 2019, at the expense of extracurricular reading. Psychologists have observed that sexting, the transmission of sexually explicit content via electronic devices, has seen noticeable growth among contemporary adolescents. Older teenagers are more likely to participate in sexting. Besides some cultural and social factors such as the desire for acceptance and popularity among peers, the falling age at which a child receives a smartphone may contribute to the growth in this activity. However, while it is clear that sexting has an emotional impact on adolescents, it is still not clear how it precisely affects them. Some consider it a high-risk behavior because of the ease of dissemination to third parties leading to reputational damage and the link to various psychological conditions including depression and even suicidal ideation. Others defend youths' freedom of expression over the Internet. There is some evidence that at least in the short run, sexting brings positive feelings of liveliness or satisfaction. However, girls are more likely than boys to be receiving insults, social rejections, or reputational damage as a result of sexting. Despite being labeled as digital natives, the 2018 International Computer and Information Literacy Study (ICILS), conducted on 42,000 eighth-graders (or equivalents) from 14 countries and education systems, found that only two percent of these people were sufficiently proficient with information devices to justify that description, and only 19% could work independently with computers to gather information and to manage their work. ICILS assesses students on two main categories: Computer and Information Literacy (CIL), and Computational Thinking (CT). Countries or education systems whose students scored near or above the international average of 496 in CIL were, in increasing order, France, North Rhine-Westphalia, Portugal, Germany, the United States, Finland, South Korea, Moscow, and Denmark. Countries or education systems whose students scored near or above the international average of 500 were, in increasing order, the United States, France, Finland, Denmark, and South Korea. By the early 2020s, many members of Generation Z were entering the digital workplace without some basic ICT skills, such as touch typing, though they can learn more quickly than older workers. While pornography is made for entertainment, teenagers are increasingly turning to it as a source of information on sexuality, especially what to do during a sexual encounter, as teachers tend to focus on contraception. In fact, pornography is reaching an increasingly large youth audience — as young as people in their early teenage years – not only on social networks, but also on dedicated websites, thanks both to their access to electronic devices and the influence of their friends. Although parents generally believe adolescents who view pornography for pleasure tend to be boys, surveys and interviews reveal that this behavior is also common among girls. A 2020 report by the British Board of Film Classification (BBFC)—available only by request due to the presence of graphic materials—suggests that parents either are in denial or are completely oblivious to the prevalence of pornography viewership by adolescents, with three quarters telling researchers that they did not believe their children consumed such material. Over half of the teenagers interviewed told researchers they had viewed pornography, though the actual number is likely higher due to the sensitivity of this topic. Many interviewees told researchers they felt anxious about their body image and the expectations of their potential sexual partners as a result of viewing, and their concerns over sexual violence. About one-third of the British population watches these films, according to industry estimates. Members of Generation Z live during a time of widespread access to social media platforms and have consequently integrated these into their daily lives, using them to not only communicate with friends and family but also interact with people they would otherwise never meet in the real world. Social media have become a tool for Generation Z to forge their personal identities. Indeed, an absolute majority have used social media and are frequently online. However, one side effect of this trend is that they interact "face to face" less often, causing them to feel more lonely and left out. Some also report online fatigue and want to spend less time on the Internet while others admit to having regrets about certain things they posted online. Speed and reliability are important factors in their choice of social networking platform, and they make frequent use of emojis. Unlike older generations, who prefer newspapers and television reports, Generation Z uses social media to access the news. Nevertheless, even though people aged 18 to 24 are heavily reliant upon social media networks, they have very little trust in them. Once the single most popular social media site among teenagers, Facebook has been on the decline since the early 2010s. The share of teenagers using Twitter has fallen as well. At the same time, YouTube has claimed the top spot while Snapchat and Instagram have also made significant gains. During the late 2010s and early 2020s, TikTok exploded in usage among adolescents and has become the second most frequently used platform, surpassing Instagram in 2021. According to Advertising Age, Generation Z finds Snapchat and TikTok appealing because videos, pictures, and messages send much faster on it than in regular messaging. Another reason for the popularity of these platforms among Generation Z is that their parents do not typically use them. As of 2022, TikTok has around 689 million active users, 43% of whom are from Gen Z. So popular is TikTok among people under the age of 30 in Europe and North America that they typically ignore their own governments' concerns over issues of user privacy and national security. Based on current growth figures, it is predicted that by the end of 2023, TikTok audience will grow by 1.5 billion active users, 70% of whom will be members of Generation Z. In his 2017 book Irresistible, professor of marketing Adam Alter argued that not only are children addicted to electronic gadgets, but their addiction jeopardizes their ability to read non-verbal social cues. A 2019 meta-analysis of thousands of studies from almost two dozen countries suggests that while as a whole, there is no association between screen time and academic performance, when the relation between individual screen-time activity and academic performance is examined, negative associations are found. Watching television is negatively correlated with overall school grades, language fluency, and mathematical ability while playing video games was negatively associated with overall school grades only. According to previous research, screen activities not only take away the time that could be spent on homework, physical activities, verbal communication, and sleep (the time-displacement hypothesis) but also diminish mental activities (the passivity hypothesis). Furthermore, excessive television viewing is known for harming the ability to pay attention as well as other cognitive functions; it also causes behavioral disorders, such as having unhealthy diets, which could damage academic performance. Excessively playing video games, on the other hand, is known for impairing social skills and mental health, and as such could also damage academic performance. However, depending on the nature of the game, playing it could be beneficial for the child; for instance, the child could be motivated to learn the language of the game in order to play it better. Among adolescents, excessive Internet surfing is well known for being negatively associated with school grades, though previous research does not distinguish between the various devices used. Nevertheless, one study indicates that Internet access, if used for schoolwork, is positively associated with school grades but if used for leisure, is negatively associated with it. Overall, the effects of screen time are stronger among adolescents than children. Research conducted in 2017 reports that the social media usage patterns of this generation may be associated with loneliness, anxiety, and fragility and that girls may be more affected than boys by social media. According to 2018 CDC reports, girls are disproportionately affected by the negative aspects of social media than boys. Researchers at the University of Essex analyzed data from 10,000 families, from 2010 to 2015, assessing their mental health utilizing two perspectives: Happiness and Well-being throughout social, familial, and educational perspectives. Within each family, they examined children who had grown from 10 to 15 during these years. At age 10, 10% of female subjects reported social media use, while this was only true for 7% of the male subjects. By age 15, this variation jumped to 53% for girls, and 41% for boys. This percentage influx may explain why more girls reported experiencing cyberbullying, decreased self-esteem, and emotional instability more than their male counterparts. Other researchers hypothesize that girls are more affected by social media usage because of how they use it. In a study conducted by the Pew Research Center in 2015, researchers discovered that while 78% of girls reported making a friend through social media, only 52% of boys could say the same. However, boys are not explicitly less affected by this statistic. They also found that 57% of boys claimed to make friends through video gaming, while this was only true for 13% of girls. Another Pew Research Center survey, conducted in April 2015, reported that women are more likely to use Pinterest, Facebook, and Instagram than men, which are visual-heavy sites. In counterpoint, men were more likely to utilize online forums, e-chat groups, and Reddit than women. Cyberbullying, an act of bullying using technology, is more common now than among Millennials. In 2015, it was reported as more common among girls, with 22% reporting it, compared to 10% for boys. According to a 2020 report by the British Board of Film Classification, "many young people felt that the way they viewed their overall body image was more likely the result of the kinds of body images they saw on Instagram." See also Notes References Further reading External links |
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Contents Kibera Kibera (Kinubi: Forest or Jungle) is a division and neighbourhood of Nairobi, Kenya, 6.6 kilometres (4.1 mi) from the city centre. Kibera is the largest slum in Nairobi, and also the largest urban slum in all of Africa. The 2009 Kenya Population and Housing Census reports Kibera's population as 170,070, contrary to previous estimates of one or two million people. Other sources suggest the total Kibera population may be 500,000 to well over 1,000,000 depending on which slums are included in defining Kibera. In 2009, a survey conducted by the French Institute for Research in Africa found that the average Kibera slum resident lives in extreme poverty, earning less than US$2 per day. Unemployment rates are high. 12% of the population are living with HIV. Cases of assault and rape are common. There are few schools, and most people cannot afford education for their children. Clean water is scarce. Diseases caused by poor hygiene are prevalent. A great majority living in the slum lack access to basic services, including electricity, running water, and medical care. The government initiated a clearance programme to replace the slum with a residential district of high-rise apartments, and to relocate the residents to these new buildings upon completion.[when?] The neighbourhood is divided into a number of villages, including Kianda, Soweto East, Gatwekera, Kisumu Ndogo, Lindi, Laini Saba, Silanga, Makina, Salama, Ayany, and Mashimoni. History The city of Nairobi, where Kibera is located, was founded in 1899 when the Uganda Railway line was built, thereby creating a need for its headquarters and British colonial offices. The colonial administration intended to keep Nairobi as a home for Europeans and temporary migrant workers from Africa and Asia. The migrant workers were brought into Nairobi on short-term contracts, as indentured labour, to work in the service sector, as railway manual labour and to fill lower-level administrative posts in the colonial government. Between 1900 and 1940, the colonial government passed a number of laws – such as the 1922 Vagrancy Act – to segregate people, evict, arrest, expel and limit the movement of the natives and indentured workers. Within Nairobi, Africans could live in segregated "native reserves" at the edge of the city. Permits to live in Nairobi were necessary, and these permits separated living areas of non-Europeans by ethnic group. One such group were African soldiers who served the military interests of the British colonial army, and their assigned area developed into a slum, now known as Kibera. Kibera originated as a settlement in the forests at the outskirts of Nairobi, when Nubian soldiers returning from service with the King's African Rifles (KAR) were allocated plots of land there in return for their efforts in 1904. Kibera was situated on the KAR military exercise grounds in close proximity to the KAR headquarters along Ngong Road. The British colonial government allowed the settlement to grow informally. The Nubians had no claim on land in "Native Reserves" and over time, other tribes moved into the area to rent land from the Nubian landlords. With the increase in railway traffic, Nairobi's economy developed, and an increasing number of rural migrants moved to urban Nairobi in search of wage labour. Kibera and other slums developed throughout Nairobi. Proposals were made in the late 1920s to demolish and relocate Kibera, as it was within the zone of European residential holdings; however, the residents objected to these proposals. The colonial government considered proposals to reorganise Kibera, and the Kenya Land Commission heard a number of cases which referred to the "Kibera problem". By then, Kibera was not the only slum. A 1931 Colonial Report noted the segregated nature of housing in Nairobi and other Kenyan towns, with housing for Europeans reported as good, and widespread prevalence of slum property for Africans and other non-European migrants. After Kenya became independent in 1963, a number of forms of housing were made illegal by the government. The new ruling affected Kibera on the basis of land tenure, rendering it an unauthorised settlement. Despite this, people continued to live there, and by the early 1970s landlords were renting out their properties in Kibera to significantly greater numbers of tenants than were permitted by law. The tenants, who are highly impoverished, cannot afford to rent legal housing, finding the rates offered in Kibera to be comparatively affordable. The number of residents in Kibera has increased accordingly despite its unauthorised nature. By 1974, members of the Kikuyu tribe predominated the population of Kibera, and had gained control over administrative positions, which were kept through political patronage. A shift in Kenyan demographics has taken place since then, with the Luo and Luhya tribes from the West of Kenya being the primary sources of internal emigration. By 1995 Kibera had become a predominantly Luo slum and Mathare Valley nearby the predominantly Kikuyu slum area. The coincident rise of multi party politics in Kenya has caused the Luo leader and MP for much of Kibera, the parliamentary seat of Langata, Raila Odinga to be known for his ability to bring out a formidable demonstration force instantly. Meanwhile, Mathare Valley has become a hotbed of gang warfare. Political tensions in the nation between the ethnic tribes escalated after the re-election of President Kibaki in 2007. The Nubian community has a Council of Elders who are also the Trustees of its Trust. This Trust now claims all of Kibera. It claims that the extent of their land is over 1,100 acres (4.5 km2). It claims that owing to State sanctioned allotments the land area is now reduced to 780 acres (3.2 km2). The Government does not accept their claims but its rehousing program envisions a land extent around 300 acres (1.2 km2) for the claimed Nubian settlement. Neither side has left any room for negotiation from this position. Presently, Kibera's residents represent all the major Kenyan ethnic backgrounds, with some areas being specifically dominated by peoples of one ethno-linguistic group. Many new residents come from rural areas with chronic underdevelopment and overpopulation issues. The multi-ethnic nature of Kibera's population, combined with the tribalism that pervades Kenyan politics, has led to Kibera hosting a number of small ethnic conflicts throughout its century-long history. The Kenyan government owns all the land upon which Kibera stands, though it continues to not officially acknowledge the settlement; no basic services, schools, clinics, running water or lavatories are publicly provided, and the services that do exist are privately owned. Geography Kibera is in southwest Nairobi, 6.6 kilometres (4.1 mi) from the city centre. Much of its southern border is bounded by the Nairobi river and the Nairobi Dam, an artificial lake that used to provide drinking water to the residents of the city, but now[when?] there are two main pipes going into Kibera. Kibera is divided into thirteen villages and two estates, including Kianda, Soweto East, Gatwekera, Kisumu Ndogo, Lindi, Laini Saba, Siranga, Makina, Salama, Ayany and Mashimoni. Kibera's morphology is very dynamic. Between 2006 and 2014 a spatiotemporal change of single buildings and building blocks across the areas of Lindi, Mashimoni, Laina Saba and Soweto East was measured (77% rise in number of buildings, density increase by 10%). Yet, its organic structure and pattern (building blocks, pathways), generally remained unchanged. Demographics The 2009 Kenya Population and Housing Census reported Kibera's population as 170,070. The Kibera slum was previously thought to be one of the biggest informal urban settlements in the world. Several actors had provided and published over the years growing estimations of the size of its population, most of them stating that it was the largest slum in Africa with the number of people there reaching over 1 million. According to Mike Davis, a well known expert on urban slums, Kibera had a population of about 800,000 people. The International Housing Coalition (IHC) made an estimate of more than half a million people. UN-Habitat had released several estimations ranging between 350,000 and 1 million people. These statistics mainly come out of analysis of aerial pictures of the area. IRIN estimated a population density of 2000 residents per hectare. In 2008 an independent team of researchers began a door-by-door survey named "Map Kibera Project" with the aim to map physical and socio-demographic features of the slum. A trained team of locals, after having developed an ad-hoc surveying methodology, has so far gathered census data of over 15,000 people and completed the mapping of 5000 structures, services (public toilets, schools), and infrastructures (drainage system, water and electricity supply) in the village of Kianda. On the basis of data collected in Kianda, the Map Kibera Project team estimated that the whole Kibera slum could be inhabited by a total population ranging from 235,000 to a maximum of 270,000 people, dramatically scaling down all previous figures. The breakdown of ethnic groups inhabiting Kibera and their gender-specific representation is Luo: 34.9% (male), 35.4% (female); Luyia: 26.5% (male), 32.5% (female); Nubian: 11.6% (male), 9.1% (female); Kikuyu: 7.9% (male), 6.4% (female); Kamba: 7.5% (male), 10.3% (female); Kisii: 6.4% (male), 2.2% (female); Other: 5.2% (male), 4.1% (female) Infrastructure The Uganda Railway Line passes through the centre of the neighbourhood, providing passengers aboard the train a firsthand view of the slum. Kibera has a railway station, but most residents use buses and matatus to reach the city centre; carjacking, irresponsible driving, and poor traffic law enforcement are chronic issues. Kibera is heavily polluted by human refuse, garbage, soot, dust, and other wastes. The slum is contaminated with human and animal faeces, due to the open sewage system and the frequent use of "flying toilets". The lack of sanitation combined with poor nutrition among residents accounts for many illnesses and diseases. The Umande Trust, a local NGO, is building communal toilets that generate methane gas (biogas) for local residents. A community radio station, Pamoja FM, advocates not only upgrading Kibera slum but also all the slums in Nairobi. Kibera Journal has existed since November 2006. The paper covers issues affecting the people of Kibera, and it has played an important role in training the youth in basic journalism skills that they use to cover issues in their communities. Education Most education centres in Kibera are classified as informal, but various initiatives have been underway to add schools. Some start as babycare centres, which later develop into schools. Most are not regulated by the government. Some of the notable schools are Olympic Primary School, one of the leading government schools in the country. Other government (public) schools in Kibera include Kibera Primary School (also called Old Kibera), Ayany Primary School and Toi Primary School. Facing the Future School (FaFu), as well as several church-owned and privately owned schools are also in the area. Notable Secondary schools include PCEA Silanga High School, owned by the Presbyterian Church of East Africa, Raila Educational centre, and Olympic Secondary School, among others. There is the vocational PCEA Emmanuel Technical Training Centre, offering self-employment skills to the residents and the Tunapanda Institute, offering free courses on technology, design and business skills. Several other local youth organisations, like the football (soccer) team the Kibera Black Stars, are also concerned and involved in educational projects. Slum upgrading Kibera is one of the most studied slums in Africa, not only because it sits in the centre of the modern city, but also because UN-HABITAT, the United Nations' agency for human settlements, is headquartered close by. Ban Ki-moon visited the settlement within a month of his selection as UN secretary-general. Kibera, as one of the most pronounced slums within Kenya, is undergoing an intensive slum upgrading process. The government, UN-HABITAT and a contingent of NGOs, notably Maji na Ufanisi, are making inroads into the settlements in an attempt to facelift the housing and sanitary conditions. There are three significant complicating factors to construction or upgrade within Kibera. The first is the rate of petty and serious crime. Building materials cannot be left unattended for long at any time because there is a very high chance of them being stolen. It is not uncommon for owners of storm-damaged dwellings to have to camp on top of the remnants of their homes until repairs can be made, to protect the raw materials from would-be thieves. The second is the lack of building foundations. The ground in much of Kibera is literally composed of refuse and rubbish. Dwellings are often constructed atop this unstable ground, and therefore many structures collapse whenever the slum experiences flooding, which it does regularly. This means that even well-constructed buildings are often damaged by the collapse of nearby poorly constructed ones. The third complicating factor is the unyielding topography and cramped sprawl of the area. Few houses have vehicle access, and many are at the bottoms of steep inclines (which heightens the flooding risk). This means that any construction efforts are made more difficult and costly by the fact that all materials must be brought in by hand. On 16 September 2009 the Kenyan government, which claims ownership of the land on which Kibera stands, began a long-term movement scheme which will rehouse the people who live in slums in Nairobi. The clearance of Kibera was expected to take between two and five years to complete. The entire project was planned to take nine years and to rehouse all the slum residents in the city. The project had the backing of the United Nations and former Prime Minister Raila Odinga, who was the area MP, and was expected to cost $1.2 billion. The new communities were planned to include schools, markets, playgrounds and other facilities. The first batch of around 1,500 people to leave the slum were taken away by truck on 16 September 2009 from 6:30 am local time and were rehoused in 300 newly constructed apartments with a monthly rent of around $10. The project start was postponed several times when Prime Minister Odinga was unavailable to oversee the first day. He was joined on the first day by Housing Minister Soita Shitanda and his assistant Margaret Wanjiru, with all three helping residents to load their belongings onto the trucks. Also present were several dozen armed police officers to oversee the arrangements and to deter any resistance. The process has been legally challenged by more than 80 people, and the Kenyan High Court has stated that the government cannot begin demolition works until the case is heard in October but will be able to demolish the homes of people who leave voluntarily before then. The 80 plaintiffs are a mixture of middle-class landlords and Kibera residents, and they claim that the land in Kibera is theirs and hence the government has no right to demolish the shacks. The Nubian community, who have lived on the land for nearly 100 years, are also disappointed with the scheme, and one elder has said that the present housing should be improved instead. The project has also come under fire from urban planners who say that it risks repeating the mistakes of previous schemes, when poor families either shared two-room apartments with one or two other families to pay the rent, or sublet them to middle-class families and moved back into the slums. Workers earning a minimum wage in Kenya make less than US$2 per day. There is also controversy over the timing of the project, with the first phase, rehousing 7,500 people, being delayed by five years and one government official stating that if the project continues at the current pace it will take 1,178 years to complete. References in popular culture Kibera is featured in Fernando Meirelles's film The Constant Gardener, which is based on the book of the same name by John le Carré. It is mentioned in the music video "World on Fire" by Sarah McLachlan, which profiled the work of Carolina for Kibera, a grassroots organisation named a Hero of Global Health in 2005 by Time magazine. Robert Neuwirth devotes a chapter of his book Shadow Cities to Kibera and calls it a squatter community, predicting that places like Kibera, Sultanbeyli in Istanbul, Turkey, and Dharavi in Mumbai, India, are the prototypes of the cities of tomorrow. Among other things, Neuwirth points out that such cities should be reconsidered and not viewed merely as slums, because many locals were drawn to them while escaping far worse conditions in rural areas. Michael Holman's 2005 novel Last Orders at Harrods is based on a fictional version of the slum, called Kireba. Bill Bryson visited Africa for CARE and wrote a companion book called "Bill Bryson's African Diary", which includes a description of his visit to Kibera. Kibera is the backdrop for the short film Kibera Kid, which featured a cast entirely drawn from residents. It has played in film festivals worldwide including the Berlin Film Festival and won a Student Emmy from Hollywood. Recently, Hot Sun Foundation and Hot Sun Films started the first film school in the slum, the Kibera Film School. The school teaches the youth from the slum how to make films and tell their stories. In 2009 through 2010, the Kibera Film School and Hot Sun Foundation collaborated on the feature follow-up to Kibera Kid, which is titled Togetherness Supreme. In his documentary Living with Corruption, Sorious Samura stayed with a family in Kibera to film the corruption that occurs even at the lowest levels of Kenyan society. Furthermore, Kibera is portrayed in the Austrian 2007 documentary Über Wasser: Menschen und gelbe Kanister. In 2011, the BBC aired a reality show documentary TV program called Rich, Famous and in the Slums about Kibera. The program showed four famous and rich people, after working at the worst jobs available in the slums, moving in with four local impoverished families and getting to meet the actual conditions in which they live. They were: The Economist published an article in 2012 suggesting that Kibera "may be the most entrepreneurial place on the planet" and that "to equate slums with idleness and misery is to misunderstand them". The 2014 novel Bingo's Run by James A. Levine features a 15-year-old from Kibera. The 2015 Netflix series Sense8 features a character named Capheus Onyango, based in Kibera, showing the hardships of a fictional matatu driver there. See also References Further reading External links 1°19′S 36°47′E / 1.317°S 36.783°E / -1.317; 36.783 |
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Contents Nairobi Nairobi (/naɪˈroʊbi/ ⓘ ny-ROH-bee) is the capital and largest city of Kenya, located in the south-central part of the country. As of 2024, it has a population of 4.8 million and a metropolitan population of 5.7 million, making it the 11th most populous city in Africa. Nicknamed the "Green City under the Sun," Nairobi is uniquely notable for being the only capital city in the world that hosts a national park within its boundaries. Its name originates from the Maasai phrase Enkare Nyirobi, meaning "place of cool waters". As the capital of the country, Nairobi is home to the Kenyan Parliament Buildings, the State House and the Supreme Court Building. It is the major financial and economic hub of East Africa, hosting thousands of Kenyan businesses and international companies and organisations, including the United Nations Environment Programme (UN Environment) and the United Nations Office at Nairobi (UNON). The Nairobi Securities Exchange (NSE) is one of the largest stock exchanges in Africa and the second-oldest exchange on the continent. It is Africa's fourth-largest stock exchange in terms of trading volume, capable of making 10 million trades a day. Nairobi is considered a global city and was ranked as a "Beta World City" by the Globalization and World Cities Research Network as of 2024. Nairobi was founded in 1898 by colonial authorities in British East Africa, as a rail depot on the Uganda–Kenya Railway. It was favoured by the authorities as an ideal resting place due to its high elevation, temperate climate, and adequate water supply. The town quickly grew to replace Mombasa as the capital of Kenya in 1907. After independence in 1963, Nairobi became the capital of the Republic of Kenya. During Kenya's early period, the city became a centre for the coffee, tea and sisal industries. The successive post-independence governments have built and turned Nairobi into a modern metropolitan city with a diverse population and a growing economy. History The site of Nairobi was originally a swamp land occupied by a pastoralist people, the Maasai, the long-distance trader community, Akamba People, as well as the agriculturalist Kikuyu people. The name Nairobi comes from the Maasai expression meaning 'cool waters', referring to the cold water stream which flowed through the area. With the arrival of the Uganda Railway, the site was identified by Sir George Whitehouse for a store depot, shunting ground and camping ground for the Indian labourers working on the railway. Whitehouse, chief engineer of the railway, favoured the site as an ideal resting place due to its high elevation, temperate climate, adequate water supply and being situated before the steep ascent of the Limuru escarpments. His choice was criticised by officials within the Protectorate government who felt the site was too flat, poorly drained and relatively infertile. In the pre-colonial era, the people of modern Kenya mostly lived in villages amongst their tribes and cultural groups, where they had rulers within their communities rather than one singular government or leader. In 1898, Arthur Church was first and foremost commissioned to design the first town layout for the railway depot. It constituted two streets – Victoria Street and Station Street, ten avenues, staff quarters and an Indian commercial area. The railway arrived at Nairobi on 30 May 1899, and soon Nairobi replaced Machakos as the headquarters of the provincial administration for the Ukamba province. On the arrival of the railway, Whitehouse remarked that "Nairobi itself will in the course of the next two years become a large and flourishing place and already there are many applications for sites for hotels, shops and houses." The town's early years were however beset with problems of malaria leading to at least one attempt to have the town moved. In the early 1900s, Bazaar Street, now Biashara Street, was completely rebuilt after an outbreak of plague and the burning of the original town. Between 1902 and 1910, the town's population rose from 5,000 to 16,000 and grew around administration and tourism, initially in the form of big game hunting. In 1907, Nairobi replaced Mombasa as the capital of the East Africa Protectorate. In 1919, Nairobi was declared to be a municipality. In 1921, Nairobi had 24,000 residents, of which circa 12,000 were native Africans. The next decade saw growth in native African communities in Nairobi, and they began to constitute a majority for the first time. This growth caused planning issues, described by Thorntorn White and his planning team as the "Nairobi Problem". In February 1926, colonial officer Eric Dutton passed through Nairobi on his way to Mount Kenya, and said of the city: Maybe one day Nairobi will be laid out with tarred roads, with avenues of flowering trees, flanked by noble buildings; with open spaces and stately squares; a cathedral worthy of faith and country; museums and of art; theatres and public offices. And it is fair to say that the Government and the Municipality have already bravely tackled the problem and that a town-plan ambitious enough to turn Nairobi into a thing of beauty has been slowly worked out, and much has already been done. But until that plan has borne fruit, Nairobi must remain what she was then, a slatternly creature, unfit to queen it over so lovely a country. After World War II, continuous expansion of the city angered both the indigenous Maasai and Kikuyu. This led to the Mau Mau Uprising in the 1950s, and the Lancaster House Conferences, which initiated a transition to Kenyan independence in 1963. In the spring of 1950, the East African Trades Union Congress (EAUTC) led a nine-day general strike in the city. Nairobi remained the capital of Kenya after independence, and its continued rapid growth put pressure on the city's infrastructure with power cuts and water shortages becoming a common occurrence. In September 1973, the Kenyatta International Conference Centre (KICC) was open to the public. The 28-storey building at the time was designed by the Norwegian architect Karl Henrik Nøstvik and Kenyan David Mutiso. It is the only building within the city with a helipad that is open to the public. Of the buildings built in the Seventies, the KICC was the most eco-friendly and most environmentally conscious structure. Its main frame was constructed with locally available materials gravel, sand, cement and wood, and it had wide open spaces which allowed for natural aeration and natural lighting. Cuboids made up the plenary hall, the tower consisted of a cylinder composed of several cuboids, and the amphitheater and helipad both resembled cones. The tower was built around a concrete core and it had no walls but glass windows, which allowed for maximum natural lighting. It had the largest halls in eastern and central Africa. In 1972, the World Bank approved funds for further expansion of the then Nairobi Airport (now Jomo Kenyatta International Airport), including a new international and domestic passenger terminal building, the airport's first dedicated cargo and freight terminal, new taxiways, associated aprons, internal roads, car parks, police and fire stations, a State Pavilion, airfield and roadway lighting, fire hydrant system, water, electrical, telecommunications and sewage systems, a dual carriageway passenger access road, security, drainage and the building of the main access road to the airport (Airport South Road). The cost of the project was more than US$29 million, US$111.8 million in 2013 dollars. On 14 March 1978, construction of the terminal building was completed on the other side of the airport's single runway and opened by President Jomo Kenyatta less than five months before his death. The airport was renamed Jomo Kenyatta International Airport in memory of its first president. The Giraffe Centre, an animal sanctuary on the southwestern outskirts of Nairobi, was opened in 1983. To this day, it breeds the endangered species of Rothschild's giraffe. The United States Embassy, then located in downtown Nairobi, was bombed in August 1998 by Al-Qaeda and the Egyptian Islamic Jihad, as one of a series of US embassy bombings. It is now the site of a memorial park. In October 2011, a memorial statue was unveiled in Nairobi in memory to Tom Mboya, a former Kenyan Independence politician and assassination victim. In November 2012, President Mwai Kibaki opened the KES 31 billion Thika Superhighway. This mega-project of Kenya started in 2009 and ended in 2011. It involved expanding the four-lane carriageway to eight lanes, building underpasses, providing interchanges at roundabouts, erecting flyovers and building underpasses to ease congestion. The 50.4-kilometre road was built in three phases: Uhuru Highway to Muthaiga Roundabout; Muthaiga Roundabout to Kenyatta University and; Kenyatta University to Thika Town. In May 2017, President Uhuru Kenyatta inaugurated the Standard Gauge Railway which connects Nairobi to Mombasa. It was primarily built by a Chinese firm with about 90% of total funding from China and about 10% from the Kenyan government. A second phase is also being built which will link Naivasha to the existing route and also the Uganda border. In August 2020, Nairobi County Assembly Speaker Beatrice Elachi resigned. In December 2020, recently elected Nairobi County Assembly Speaker Benson Mutura was sworn in as acting Nairobi Governor four days after the previous Nairobi Governor Mike Sonko was impeached and removed from office. At the time of Mutura's swearing in as acting Governor, which he will hold for at least 60 days, Nairobi did not have a Deputy Governor as well. Nairobi has seen several major infrastructure projects in recent years. The Nairobi Expressway, completed in 2022, was developed to reduce traffic congestion along Mombasa Road. In 2021, the Green Park Bus Terminal, part of efforts to improve public transport, began operations. In line with the Kenyan government's Affordable Housing Program, various housing developments are underway to accommodate the city's growing population. Geography Nairobi is situated at 1°09′S 36°39′E / 1.150°S 36.650°E / -1.150; 36.650 (Nairobi, Kenya) and 1°27′S 37°06′E / 1.450°S 37.100°E / -1.450; 37.100 (Nairobi, Kenya) and occupies 696 square kilometres (270 sq mi). Nairobi is situated between the cities of Kampala and Mombasa. As Nairobi is adjacent to the eastern edge of the Rift Valley, minor earthquakes and tremors occasionally occur. The Ngong Hills, located to the west of the city, are the most prominent geographical feature of the Nairobi area. Mount Kenya is situated north of Nairobi, and Mount Kilimanjaro is towards the south-east. The Nairobi River and its tributaries traverse through the Nairobi County and joins the larger River Athi on the eastern edge of the county. Nobel Peace Prize laureate Wangari Maathai fought fiercely to save the indigenous Karura Forest in northern Nairobi which was under threat of being replaced by housing and other infrastructure. Nairobi's western suburbs stretch all the way from the Kenyatta National Hospital in the south to the UN headquarters at Gigiri suburb in the north, a distance of about 20 kilometres (12 mi). The city is centred on the City Square, which is located in the Central Business District. The Kenyan Parliament buildings, the Holy Family Cathedral, Nairobi City Hall, Nairobi Law Courts, and the Kenyatta Convention Centre all surround the square. Under the Köppen climate classification, Nairobi has a subtropical highland climate (Cwb). At 1,795 metres (5,889 ft) above sea level, evenings may be cool, especially in the June/July season, when the temperature can drop to 9 °C (48 °F). The sunniest and warmest part of the year is from December to March, when temperatures average in the high-twenties Celsius during the day. The mean maximum temperature for this period is 28 °C (82 °F). There are rainy seasons, but rainfall can be moderate. The cloudiest part of the year is just after the first rainy season, when, until September, conditions are usually overcast with drizzle. As Nairobi is situated close to the equator, the differences between the seasons are minimal. The seasons are referred to as the wet season and dry season. The timing of sunrise and sunset varies little throughout the year for the same reason. Nairobi is found within the Greater Nairobi Metropolitan region, which consists of parts of 5 out of 47 counties in Kenya, which generate about 40% of the entire nation's GDP as per 2022 data by the Kenya National Bureau of Statistics. Nairobi County on its own contributes to 27.5% of the country's GDP according to the same report while Kiambu county comes second with 5.9%. Nairobi is divided into a series of constituencies with each being represented by members of Parliament in the National Assembly. The initial constituencies before the 2010 constitution which led to the county electoral boundaries being redrawn were: Makadara, Kamukunji, Starehe, Langata, Dagoretti, Westlands, Kasarani, and Embakasi. The new electoral boundaries after this were revised to Embakasi North, Embakasi South, Embakasi Central, Embakasi East, Embakasi West, Makadara, Kamukunji, Starehe, Mathare, Westlands, Dagoretti North, Dagoretti South, Langata, Kibra, Ruaraka, Roysambu and Kasarani. The main administrative divisions of Nairobi are Central, Dagoretti, Embakasi, Kasarani, Kibera, Makadara, Pumwani, and Westlands. Most of the upmarket suburbs are situated to the west and north-central of Nairobi, where most European settlers resided during the colonial times AKA 'Ubabini'. These include Karen, Langata, Lavington, Gigiri, Muthaiga, Brookside, Spring Valley, Loresho, Kilimani, Kileleshwa, Hurlingham, Runda, Kitisuru, Nyari, Kyuna, Lower Kabete, Westlands, and Highridge, although Kangemi, Kawangware, and Dagoretti are lower income areas close to these affluent suburbs. The city's colonial past is commemorated by many English place-names. Most lower-middle and upper middle income neighbourhoods are located in the north-central areas such as Highridge, Parklands, Ngara, Pangani, and areas to the southwest and southeast of the metropolitan area near the Jomo Kenyatta International Airport. The most notable ones include Avenue Park, Fedha, Pipeline, Donholm, Greenfields, Nyayo, Taasia, Baraka, Nairobi West, Madaraka, Siwaka, South B, South C, Mugoya, Riverbank, Hazina, Buru Buru, Uhuru, Harambee Civil Servants', Akiba, Kimathi, Pioneer, and Koma Rock to the centre-east and Kasarani to northeast area among others. The low and lower income estates are located mainly in far eastern Nairobi. These include, Umoja, Kariokor, Dandora, Kariobangi, Kayole,Njiru, Chokaa, Ruai, Kamulu, Embakasi, and Huruma. Kitengela suburb, though located further southeast, Ongata Rongai and Kiserian further southwest, and Ngong/Embulbul suburbs also known as 'Diaspora' to the far west are considered part of the Greater Nairobi Metropolitan area. More than 90% of Nairobi residents work within the Nairobi Metropolitan area, in the formal and informal sectors. Many Somali immigrants have also settled in Eastleigh, nicknamed "Little Mogadishu". A complete list of Nairobi postal codes by area and constituency is available online. The Kibera slum in Nairobi is claimed by the Kenyan government to have a population of 185,777. However, non-governmental sources generally estimate the slum to have a population of 500,000 to 1,000,000, depending on what areas are defined as comprising Kibera. Parks and gardens Nairobi has many parks and open spaces throughout the city. Much of the city has dense tree-cover and plenty of green spaces. The most famous park in Nairobi is Uhuru Park. The park borders the central business district and the neighbourhood Upper Hill. Uhuru (Freedom in Swahili) Park is a centre for outdoor speeches, services, and rallies. The park was to be built over by former President Daniel arap Moi, who wanted the 62-storey headquarters of his party, the Kenya African National Union, situated in the park. However, the park was saved following a campaign by Nobel Peace Prize winner Wangari Maathai. Central Park is adjacent to Uhuru Park, and includes a memorial for Jomo Kenyatta, the first president of Kenya, and the Moi Monument, built in 1988 to commemorate the second president's first decade in power. Both Uhuru Park and Central Park were renovated by the-then Nairobi Metropolitan Services (NMS) together with the Kenya Defence Forces. The process started in September 2023 and incorporates several key elements, including a cascading water feature, upgraded sanitation facilities, a skateboarding zone, and pedestrian-friendly paths. It also highlights statues of native wildlife, carefully groomed lawns, thriving trees, improved footpaths, and expanded green zones. A botanical section has been established as well, showcasing a diverse collection of flowers and plant species to reflect Kenya's abundant floral heritage. Jeevanjee Gardens is located within the Central Business District and is easily accessible via foot, private vehcles and public transport. Among Nairobi's most historic and oldest public green spaces, the park was created in the early 20th century by Asian industrialist A.M. Jeevanjee. The John Michuki Memorial Park is situated along the Nairobi River, stretching from Globe Cinema Roundabout to Museum Bridge. It was previously known as the Mazingira Park, and was reopened in August 2020 by President Uhuru Kenyatta after renovation by the Kenya Forest Service, Kenya Forestry Research Institute (KEFRI), and National Environment Management Authority (NEMA). The park is named in tribute to the late former Cabinet Minister John Michuki, who was instrumental in the restoration of the Nairobi River and its surroundings during his time as Minister for Environment. Nairobi Arboretum, founded in 1907 by E. Batiscombe as a trial site for forestry tree species, is a 30-hectare botanical reserve that hosts more than 350 types of trees and functions as both a leisure destination and a research hub. It is located near the State House. Karura Forest, the city-based nature reserve, features nature trails, picnic spots, caves and waterfalls. It is an excellent destination for birdwatching as the area is home to over 200 documented bird species. While strolling along the trails, visitors may also catch glimpses of monkeys and bushbucks. Nairobi City Park, is located between Forest Road and Limuru Road. As one of Nairobi's oldest and most expansive urban green spaces, spanning over 60 hectares, City Park holds considerable ecological value. It preserves one of the last remaining patches of indigenous forest that once blanketed the region. The park is home to a rich array of biodiversity, including Sykes' monkeys, various bird species, and a wide assortment of native plant life. City Park also carries historical weight, because it hosts cemeteries for veterans of World War I and II and is the final resting place of notable figures such as freedom fighter Pio Gama Pinto and former Vice President Joseph Murumbi, whose memorial garden is located within the park grounds. Oloolua Nature Trail is situated in Oloolua Forest in the Karen area of Nairobi. It is under the management of Kenya Institute of Primate Research (KIPRE) and provides opportunities for nature walks, bird watching, and enjoying the natural environment. Key attractions include a 37-meter deep natural cave that was historically used by Mau Mau fighters, a beautiful waterfall draining into the Mbagathi River, a bamboo resting point, and a papyrus swamp. Ngong Road Forest Sanctuary contains winding walking and jogging paths that pass through tall trees inhabited by various bird species, with occasional sightings of Sykes monkeys. The area also includes a picnic site and a playground for children. Additionally, Ngong Road Forest has cycling trails that run beneath the indigenous tree canopy. Langata Botanical Gardens is a private recreational garden located along Langata South Road. The area comprises numerous native trees, expansive well-maintained lawns, and a lagoon inhabited by a diverse range of fish species. Other private botanical gardens include Maarifa Park Botanical Garden, located in Kitisuru and the Five Senses Botanical Gardens by Enaki, located in Nyari, Nairobi. Nairobi Botanical Gardens is located within the National Museum of Kenya. The Nairobi Botanical Gardens are organized into themed sections, each highlighting a particular conservation topic. For example, the Children's Garden focuses on botany and habitat, providing a space where visitors can learn about indigenous and exotic plants while enjoying open lawns and an outdoor amphitheater. Other sections include the Grass Gardens, which showcase important food and beverage plants, the Herbal Garden dedicated to medicinal and food plants, the Succulent Gardens illustrating plant adaptations to arid environments, the Quarry Garden transformed from a former quarry, and the Memorial Garden commemorating World War II with symbolic plants and a water feature. The August 7th Memorial Park is located at the site of the 1998 US Embassy bombing and features a green space that offers tranquility. The colonial 1948 Master Plan for Nairobi still acts as the governing mechanism when it comes to making decisions related to urban planning. The Master Plan at the time, which was designed for 250,000 people, allocated 28% of Nairobi's land to public space, but because of rapid population growth, much of the vitality of public spaces within the city are increasingly threatened. City Park, the only natural park in Nairobi, for example, was originally 60 ha (150 acres), but has since lost approximately 20 ha (50 acres) of land to private development through squatting and illegal alienation which began in the 1980s. Political divisions The City of Nairobi has the status of a full administrative county. Initially, Nairobi was one of the eight provinces in Kenya before 2013. The Nairobi province differed in several ways from other Kenyan regions. Nairobi Province was not divided into "districts" until 2007, when three districts were created. In 2010, along with the new constitution, Nairobi was renamed a county and consolidated into a city-county. The county is entirely urban. It had only one local council, Nairobi City Council, which was replaced by Nairobi City County after the new constitution was effected in March 2013. Nairobi County has 17 constituencies. Constituency name may differ from division name, such that Starehe Constituency is equal to Central Division, Lang'ata Constituency to Kibera division, and Kamukunji Constituency to Pumwani Division in terms of boundaries. Nairobi is divided into 17 constituencies and 85 wards, mostly named after residential estates. Kibera Division, for example, includes Kibera, Kenya's largest slum, and the affluent estates of Karen and Langata. The Nairobi GPO (General Post Office) Postal code is 00100. Economy Nairobi is home to the Nairobi Securities Exchange (NSE), one of Africa's largest stock exchanges. The NSE was officially recognised as an overseas stock exchange by the London Stock Exchange in 1953. The exchange is Africa's fourth largest in terms of trading volumes, and fifth largest in terms of Market Capitalization as a percentage of GDP. Nairobi is the regional headquarters of several international companies and organisations. In 2007, General Electric, Young & Rubicam, Google, Coca-Cola, IBM Services, and Cisco Systems relocated their African headquarters to the city. The United Nations Office at Nairobi hosts UN Environment and UN-Habitat headquarters. Several of Africa's largest companies are headquartered in Nairobi. Safaricom, the largest company in Kenya by assets and profitability is headquartered in Nairobi, KenGen, which is the largest African stock outside South Africa, is based in the city. Kenya Airways, Africa's fourth largest airline, uses Nairobi's Jomo Kenyatta International Airport as a hub. Nairobi has not been left behind by the FinTech phenomenon that has taken over worldwide. It has produced a couple of tech firms like Craft Silicon, Kangai Technologies, Jambo Pay and Hostraha Limited Archived 16 November 2022 at the Wayback Machine. which have been in the forefront of technology, innovation and cloud based computing services. Their products are widely used and have considerable market share presence within Kenya and outside its borders. Goods manufactured in Nairobi include clothing, textiles, building materials, processed foods, beverages, and cigarettes. Several foreign companies have factories based in and around the city. These include Goodyear Tire and Rubber Company, General Motors, Toyota, and The Coca-Cola Company.[citation needed] Nairobi has a large tourist industry, being both a tourist destination and a transport hub. Nairobi has grown around its central business district, usually referred to colloquially as "the CBD". This takes a pentagonal shape, around the Uhuru Highway, Haile Selassie Avenue, Moi Avenue, and University Way. It features many of Nairobi's important buildings, including the City Hall and Parliament Building. The city square is also located within the perimeter. Most of the skyscrapers in this region are the headquarters of businesses and corporations, such as I&M and the Kenyatta International Conference Centre. The United States Embassy bombing took place in this district, prompting the building of a new embassy building in the suburbs. In 2011, the city was considered to have about 4 million residents. A large beautification project took place in the Central Business District, as the city prepared to host the 2006 Afri-Cities summit. Iconic buildings such as the Kenyatta International Conference Centre had their exteriors cleaned and repainted. Nairobi downtown area or central business district is bordered to the southwest by Uhuru Park and Central Park. The Mombasa to Kampala railway runs to the southeast of the district. Two areas outside the Central Business District that are seeing growth in companies and office space are Upper Hill, which is located, approximately 4 km (2.5 mi) from the Central Business District and Westlands, about the same distance from the city centre. Companies that have moved from the Central Business District to Upper Hill include Citibank, and in 2007 Coca-Cola began construction of their East and Central African headquarters in Upper Hill, cementing the district as the preferred location for office space in Nairobi. The largest office development in this area is UAP Tower, completed in 2015 and opened for business in July 2016. It is a 33-storey tower 163 meters high. The World Bank and International Finance Corporation, part of the World Bank Group, are also located in Upper Hill at the Delta Center, Menegai Road. Earlier on, they were located in the Hill Park Building and CBA Building respectively, both in Upper Hill, and prior to that in View Park towers in the Central Business District. To accommodate the large demand for floor space in Nairobi, various commercial projects are being constructed. New business parks are being built in the city, including the flagship Nairobi Business Park. Nairobi is undergoing a construction boom. Major real estate projects and skyscrapers are coming up in the city. Among them are the pinnacle twin towers which will tower at 314 m, Britam Tower (200 m), Avic International Africa headquarters (176 m), Prism tower (140 m), Pan Africa insurance towers, Pallazzo offices, and many other projects. Shopping malls are also being constructed like the recently completed Garden city Mall, Centum's Two rivers Mall, The Hub in Karen, Karen waterfront, Thika Greens, and the recently reconstructed Westgate Mall. High-class residential apartments for living are coming up like Le Mac towers, a residential tower in Westlands Nairobi with 23 floors. Avic International is also putting up a total of four residential apartments on Waiyaki way: a 28-level tower, two 24-level towers, and a 25-level tower. Hotel towers are also being erected in the city. Avic International is putting up a 30-level hotel tower of 141 m in the Westlands. The hotel tower will be operated by Marriot group. Jabavu limited is constructing a 35 floor hotel tower in Upper Hill which will be high over 140 metres in the city skyline. Arcon Group Africa has also announced plans to erect a skyscraper in Upper hill which will have 66 floors and tower over 290 metres, further cementing Upper hill as the preferred metropolis for multinational corporations launching their operations in the Kenyan capital. Also see List of tallest buildings in Kenya Demographics As of 2024, Nairobi has an estimated population of 4.8 million, up from 4.3 million in 2019, making it the largest city in Kenya. The city spans approximately 696 km², with a population density of about 6,900 inhabitants per km². Nairobi's demographics are characterized by a youthful and rapidly growing population, reflecting ongoing urbanization and migration trends. Religion in Nairobi is diverse but predominantly Christian. Approximately 88.85% of Nairobi’s population identifies as Christian, with Protestants accounting for 31.34%, Catholics for 24.01%, and Evangelicals for 20.70%. Other Christian groups include African Instituted Churches (7.08%), Other Christian denominations (5.19%), and a small Orthodox Christian community (0.53%). Islam is the second-largest religion in the county, practiced by approximately 7.53% of residents. Nairobi also has the largest Hindu population in Kenya, with 38,141 adherents, accounting for approximately 63% of the national Hindu population. Smaller proportions of the population adhere to traditional African religions (0.16%), other religions (1.07%), or report no religion or atheism (1.26%), with the remainder classified as don’t know or not stated. Population of Nairobi between 1906 and 2019 Nairobi has experienced one of the highest growth rates of any city in Africa. Since its foundation in 1899, Nairobi has grown to become the second-largest city in the African Great Lakes, despite being one of the youngest cities in the region. The growth rate of Nairobi was estimated in 2023 to be 2.09% a year. It is estimated that Nairobi's population will reach 5 million people in 2025. Given this high population growth, owing itself both to urban migration and high birth rates, the economy has yet to catch up. Unemployment is estimated at 5.5% within the city, mainly in the high-density, low-income areas of the city which can make them seem even denser than the higher-income neighbourhoods. In the 2019 Census, Christianity was the most widely practiced religion in Nairobi, accounting for 89% of the population, of which the majority belong to Protestant and Evangelical churches. In 2019, Muslims were 7.6% of the population. A population projection in the 21st century is listed below: Culture Nairobi is a diverse melting pot of African cultures. As a cosmopolitan African city, it hosts all the diverse tribes that make up Kenya, and hosts a large immigrant population from other African countries. Nairobi has two informal nicknames. The first is "The Green City in the Sun", which is derived from the city's foliage and warm climate. The second is the "Safari Capital of the World", which is used due to Nairobi's prominence as a hub for safari tourism. Kwani? is Kenya's first literary journal and was established by writers living in Nairobi. Nairobi's publishing houses have also produced the works of some of Kenya's authors, including Ngũgĩ wa Thiong'o and Meja Mwangi who were part of post-colonial writing. Many film makers also practice their craft out of Nairobi. Film-making is still young in the country, but people like producer Njeri Karago and director Judy Kibinge are paving the way for others. Perhaps the most famous book and film set in Nairobi is Out of Africa. The book was written by Karen Blixen, whose pseudonym was Isak Dinesen, and it is her account of living in Kenya. Karen Blixen lived in the Nairobi area from 1917 to 1931. The neighbourhood in which she lived, Karen, is named after her. In 1985, Out of Africa was made into a film, directed by Sydney Pollack. The film won 28 awards, including seven Academy Awards. The popularity of the film prompted the opening of Nairobi's Karen Blixen Museum. Nairobi is the setting of many of the novels of Ngũgĩ wa Thiong'o, Kenya's foremost writer. Nairobi has been the set of several other American and British films. The most recent of these was The Constant Gardener (2005), a large part of which was filmed in the city. The story revolves around a British diplomat in Nairobi whose wife is murdered in northern Kenya. Much of the filming was in the Kibera slum. Among the latest Kenyan actors in Hollywood who identify with Nairobi is Lupita Nyong'o. Lupita received an Oscar award for best supporting actress in her role as Patsy in the film 12 Years a Slave during the 86th Academy Awards at the Dolby theatre in Los Angeles. Lupita is the daughter of Kenyan politician Peter Anyang' Nyong'o. Most new Hollywood films are nowadays screened at Nairobi's cinemas. Up until the early 1990s, there were only a few film theatres and the repertoire was limited. There are also two drive-in cinemas in Nairobi. In 2015 and 2016, Nairobi was the focus point for the American television series Sense8 which shot its first and second seasons partly in the city. The TV series has high reviews in The Internet Movie Database (IMDb). In 2015 Nairobi was featured in the British thriller film Eye in the Sky, which is a story about a lieutenant general and a colonel who faced political opposition after ordering a drone missile strike to take out a group of suicide bombers in Nairobi. In 2017, the name "Nairobi" was taken as a code-name by a female main character in the famous Spanish TV series Money Heist. In Nairobi, there are a range of restaurants. Besides being home to nyama choma which is a local term used to refer to roasted meat, there are American fast food restaurants such as KFC, Subway, Domino's Pizza, Pizza Hut, Hardee's and Burger King, and the longer established South African chains, Galito's, Steers, PizzaMojo, and Spur Steak Ranches. Coffee houses, doubling up as restaurants and mostly frequented by the upper middle classes, such as Artcaffe Nairobi Java House and Dormans, have become increasingly popular in recent days. Traditional food joints such as the popular K'osewe's in the city centre and Amaica, which specialize in African delicacies, are widespread. The Kenchic franchise which specialized in old-school chicken and chips meals was popular, particularly among the lower classes and students, with restaurants all over the city and its suburbs. However, as of February 2016, Kenchic stopped operating its eatery business. Upscale restaurants often specialize in specific cuisines such as Italian, Lebanese, Ethiopian, and French, but are more likely to be found in five star hotels and the wealthier suburbs in the West and South of the city. Nairobi has an annual restaurant week (NRW) at the beginning of the year, January–February. Nairobi's restaurants offer dining packages at reduced prices. NRW is managed by Eatout Kenya which is an online platform that lists and reviews restaurants in Nairobi, and provides a platform for Kenyan foodies to congregate and share. Nairobi is the centre of Kenya's music scene. Benga is a Kenyan genre which was developed in Nairobi. The style is a fusion of jazz and Luo music forms. Mugithi is another popular genre in Kenya, with its origins in the central parts of the country. A majority of music videos of leading local musicians are also filmed in the city. In the 1970s, Nairobi became the prominent centre for music in the African Great Lakes. During this period, Nairobi was established as a hub of soukous music. This genre was originally developed in Kinshasa and Brazzaville. After the political climate in the region deteriorated, many Congolese artists relocated to Nairobi. Artists such as Orchestra Super Mazembe moved from Congo to Nairobi and found great success. Virgin records became aware of the popularity of the genre and signed recording contracts with several soukous artists. More recently, Nairobi has become the centre of the Kenyan hip hop scene. The genre has become very popular amongst local youth, and domestic musicians have become some of the most popular in the region. Successful artists based in Nairobi include Jua Cali, Nonini, Camp Mulla, Juliani, Eric Wainaina, and Nameless. Popular record labels include Ogopa DJs and Calif Records. Nairobi, including the coastal towns of Mombasa and Diani, have recently become the centre of EDM in Kenya, producing DJs as well as producers like DJ Fita. Many nightclubs in and around the city have witnessed a growth in the population that exclusively listen to Electronic Dance Music, especially amongst the younger generations.[neutrality is disputed] Gospel music is also popular in Nairobi just as in the rest of Kenya, with gospel artists having a great impact in the mostly Christian city.[citation needed] Musical group Sauti Sol performed for U.S. President Barack Obama when he was in the city for the 2015 Global Entrepreneurship Summit. Sports Nairobi is the African Great Lakes region's sporting centre. Notable annual events staged in Nairobi include Safari Rally, Safari Sevens rugby union tournament, and Nairobi Marathon. The premier sports facility in Nairobi and generally in Kenya is the Moi International Sports Centre in the suburb of Kasarani. The complex was completed in 1987, and was used to host the 1987 All Africa Games. The complex comprises a 60,000 seater stadium, the second largest in the African Great Lakes (after Tanzania's new national stadium), a 5,000 seater gymnasium, and a 2,000 seater aquatics centre. The Nyayo National Stadium is Nairobi's second largest stadium renowned for hosting global rugby event under the "Safaricom Sevens". Completed in 1983, the stadium has a capacity of 30,000. This stadium is primarily used for football. The facility is located close to the Central Business District, which makes it a convenient location for political gatherings. Nairobi City Stadium is Nairobi's first stadium, and used for club football. Nairobi Gymkhana is the home of the Kenyan cricket team, and was a venue for the 2003 Cricket World Cup. Ulinzi Sports Complex was officially opened by President Uhuru Kenyatta in 2022 after its construction that started in 2020. It has a capacity of 7,500, an 8-lane Athletics track, training grounds and an indoor arena. Dandora Stadium, a 4,000 capacity stadium opened in 2024, hosts some of the top flight national league football tournaments. The stadium has seats in the VIP section and regular stands. Talanta Sports Stadium, with a capacity of 60,000, is currently under construction with an estimated completion date of February 2026. Football is the most popular sport in the city by viewership and participation. This is highlighted by the number of football clubs in the city, including Kenyan Premier League sides Gor Mahia, A.F.C. Leopards Sports Club, Tusker F. C. and Mathare United. Kenya, together with Tanzania and Uganda will be cohosting the 2025 CHAN competition. Also, the three countries will jointly host the 2027 AFCON football competition. There are several golf courses within a 20 km radius of Nairobi. The oldest 18-hole golf course in the city is the Royal Nairobi Golf Club. It was established in 1906 by the British, just seven years after the city was founded. Other notable golf clubs include the Windsor Golf Hotel and Country Club, Karen Country Club, VetLab Sports Club, Golf Park Golf Club, Kenya Railways Golf Club, Sigona Golf Club and Muthaiga Golf Club. The Kenya Open golf tournament, which is part of the European Tour, takes place in Nairobi. The Ngong Racecourse in Nairobi is the centre of horse racing in Kenya. The Kenya Open Polo tournament and other polo games are often hosted at the Nairobi Polo Club. The Horse Association of Kenya offices are located in Nairobi, at Racecourse. Rugby is a popular sport in Nairobi with 8 of the 12 top flight clubs based here. The Rugby Football Union of East Africa (RFUEA) is hosted in Nairobi. Basketball is a popular sport played in the city's primary, Secondary and college leagues. Many of the city's urban youth are basketball fans and watch the American NBA. Nairobi often hosts a number of marathons including: Places of worship The places of worship are predominantly Christian churches and temples: Roman Catholic Archdiocese of Nairobi (Catholic Church), Anglican Church of Kenya (Anglican Communion), Presbyterian Church of East Africa (World Communion of Reformed Churches), Baptist Convention of Kenya (Baptist World Alliance), and Assemblies of God. There are also Muslim mosques including Jamia Mosque. Education The majority of schools follow the Kenyan competence based curriculum (CBC). Nairobi Innovation Week (NIW) is an annual that was started in 2015. It is organized by the University of Nairobi and in collaboration with government agencies. It focuses on partnerships, innovations, incubation, and startups. It promotes an entrepreneurial culture. It is an event for local and international innovators to showcase innovations, and to network. Nairobi is home to several Universities and Colleges. Numerous other universities have opened satellite campuses in Nairobi. The Railways Training Institute established in 1956, is a notable institution of higher learning with a campus in Nairobi. Infrastructure Major plans are being implemented in the need to decongest the city's traffic and the completion of Thika Road has given the city a much needed face-lift attributed to road's enhancement of global standards. Several projects have been completed, such as Syokimau Rail Station, the Eastern and Northern Bypasses, while numerous other projects are still underway. The development of these critical transport facilities will, besides reducing transport costs due to faster movement of goods and people within the region, also increase trade, improve the socio-economic welfare of Northern Kenya and boost the country's potential in attracting investments from all over the world. Jomo Kenyatta International Airport is the largest airport in Kenya. Domestic travelers made up 40% of overall passengers in 2016, an increase of 32% since 2012. JKIA had more than 7 million passengers pass through it in 2016. In February 2017, JKIA received a Category One Status from the FAA, boosting the airport's status as a Regional Aviation hub. Wilson Airport is a general-aviation airport handling smaller aircraft, mostly propeller-driven. In July 2016, construction of a new air traffic control tower commenced at a cost of KES 163 million (approximately US$1.63 million). Moi Air Base is a military airport. In its earlier years, it was utilised as a landing strip in the pre-jet airline era. It was mostly used as a British passenger and mail route from Southampton to Cape Town in the 1930s and 1940s. This route was served by flying boats between Britain and Kisumu and then by land-based aircraft on the routes to the south. Matatus are the most common form of public transport in Nairobi. Matatu, which literally translates to "three cents for a ride" (nowadays much more) are privately owned minibuses. They generally seat 14 to 33 riders. Matatus operate within Nairobi, its environs and suburbs and from Nairobi to other towns around the country. The matatu's route is imprinted along a yellow stripe on the side of the bus, and matatus plying specific routes have specific route numbers. In 2004, a law was passed, requiring all matatus to include seat belts, speed governors and to be painted with a yellow stripe. At first, this caused a furore amongst Matatu operators, but they were pressured by government and the public to make the changes. Matatus are now limited to 80 km/h (50 mph). In November 2014 President Uhuru Kenyatta lifted the ban on the yellow stripe and allowed matatus to maintain the colourful graphics in an effort to support the youth in creating employment. Matatus in Nairobi were easily distinguishable by their extravagant paint schemes, as owners would paint their matatu with various colourful decorations, such as their favourite football team or hip hop artist. They are notorious for their poor safety records, which are a result of overcrowding and reckless driving. Due to the intense competition between matatus, many are equipped with powerful sound systems and television screens to attract more customers. Buses are increasingly becoming common in the city with some even going to the extents of installing complimentary WiFi systems in partnership with the leading mobile service provider. There are four major bus companies operating the city routes and are the traditional Kenya Bus Service (KBS), and newer private operators Citi Hoppa, Compliant MOA and Double M. The Citi Hoppa buses are distinguishable by their green livery, the Double M buses are painted purple, Compliant MOA by their distinctively screaming names and mix of white, blue colours while the KBS buses are painted blue. Companies such as Easy Coach, Guardian Angel, Transline, Tahmeed, NorthWest, Kisii Classic and Ena coach scheduled buses and luxury coaches to other cities and towns. A Bus rapid transit will commence operating with 100 high capacity buses along Thika Road in July 2022 between Kasarani and the Kenyatta National Hospital. After the pilot, Nairobi Metropolitan Area Transport Authority (Namata) will implement another 300 buses as the first phase that will expand the BRT line to run from Ruiru to Kenyatta National Hospital. A second phase will later extend the line to run between Kenol in Murang'a County to Ongata Rongai in Kajiado County. Nairobi was founded as a railway town, and the main headquarters of Kenya Railways (KR) is still situated at Nairobi railway station, which is located near the city centre. The line runs through Nairobi, from Mombasa to Kampala. Its main use is freight traffic connecting Nairobi to Mombasa and Kisumu. A number of morning and evening commuter trains connect the centre with the suburbs, but the city has no proper light rail, tramway, or rapid transit lines. A proposal has been passed for the construction of a commuter rail line. In November 2012, President Mwai Kibaki launched the Syokimau Rail Service, marking a major milestone in the history of railway development in Kenya. The opening of the station marked another milestone in efforts to realise various projects envisaged under the Vision 2030 Economic Blueprint. The new station has a train that ferries passengers from Syokimau to the city centre cutting travel time by half. The opening of the station marks the completion of the first phase of the Sh24b Nairobi Commuter Rail Network that is geared at easing traffic congestion in Nairobi, blamed for huge economic losses. Other modern stations include Imara Daima Railway Station and Makadara Railway Station. The new Mombasa–Nairobi Standard Gauge Railway connects the port city of Mombasa and Nairobi. The new railway line has virtually replaced the old metre-gauge railway. The Nairobi Terminus is located at Syokimau, some 20 km from the city centre. Passengers travelling from Mombasa are transferred the short distance into the CBD with the metre-gauge trains. Two trans-African automobile routes pass through Nairobi: the Cairo-Cape Town Highway and the Lagos-Mombasa Highway. Nairobi is served by highways that link Mombasa to Kampala in Uganda and Arusha in Tanzania. These are earmarked to ease the daily motor traffic within and surrounding the metro area. However, driving in Nairobi is chaotic. Most of the roads are tarmacked and there are signs showing directions to certain neighbourhoods. Nairobi is connected to the Jomo Kenyatta International Airport by the Mombasa Highway, which passes through Industrial Area, South B, South C and Embakasi. Ongata Rongai, Langata and Karen are connected to the city centre by Langata Road, which runs to the south. Lavington, Riverside, and Westlands are connected by Waiyaki Way. Kasarani, Eastlands, and Embakasi are connected by Thika Road, Jogoo Road, and Outer Ring Road. Highways connect the city with other major towns such as Mombasa, Machakos, Voi, (A109), Eldoret, Kisumu, Nakuru, Naivasha, and Namanga Border Tanzania (A104). Nairobi is undergoing major road constructions to update its infrastructure network. The new system of roads, flyovers, and bridges are intended to better cope with high traffic levels. It is also a major component of Kenya's Vision 2030 and Nairobi Metropolis plans. Most roads now are well lit and surfaced with adequate signage. In 2020, the construction of The Nairobi Expressway began. The Nairobi expressway is a 27 km toll road connecting the Eastern Nairobi neighbourhood of Mulolongo to the uptown neighbourhood of Westlands at James Gichuru junction through Nairobi CBD. The road is directly to the Jomo Kenyatta International Airport enabling travellers to access the airport faster avoiding the heavy traffic on Mombasa Road and Waiyaki Way. The road has an 11.025 km elevated section between Airtel Center and Westlands. This road, is intended to ease traffic from Jomo Kenyatta International Airport that accesses Nairobi city center. Also traffic from Central Nairobi is expected to be facilitated, to reduce the number of departing passengers who miss their fights, while stuck in road traffic jams on the city streets. The work involves expansion of the existing road to four-lanes one-way, (8 lanes total), with foot paths, drainage channels, overpass bridges and street lighting. It was opened to the public in May 2022. 94% of the piped water supply for Nairobi comes from rivers and reservoirs in the Aberdare Range north of the city, of which the reservoir of the Thika Dam is the most important one. Water distribution losses – technically called non-revenue water – are 40%, and only 40% of those with house connections receive water continuously. Slum residents receive water through water kiosks and end up paying much higher water prices than those fortunate enough to have access to piped water at their residence. There is a wide variety of housing options in Nairobi. The options range from privately owned housing units/apartments, rented units, leased spaces and even houses on mortgage. Most wealthy Kenyans live in Nairobi, but the majority of Nairobians are of average and low income. Half of the population has been estimated to live in slums which cover just 5% of the city area. The growth of these slums is a result of urbanisation, poor town planning, lack of good governance and proper leadership in these settlements and lack of empowerment and social capital among other factors. Kibera is one of the largest slums in Africa, and is situated to the west of Nairobi. (Kibera comes from the Nubian word Kibra, meaning "forest" or "jungle"). The slums cover two square kilometres and are on government land. Kibera has been the setting for several films, the most recent being The Constant Gardener. Other notable slums include Mathare and Korogocho. Altogether, 66 areas are counted as slums within Nairobi. Many Nairobi non-slum-dwellers live in relatively good housing conditions. Large houses can be found in many of the upmarket neighbourhoods, especially to the west of Nairobi. Middle and high income estates include Gigiri, Muthaiga, Langata and Karen. Other middle and high income estates include Parklands, Westlands, Hurlingham, Kilimani, Milimani, Spring Valley, Lavington, Rosslyn, Kitisuru, and Nairobi Hill. To accommodate the growing middle class, many new apartments and housing developments are being built in and around the city. The most notable development is Greenpark, at Athi River, Machakos County 25 km (16 mi) from Nairobi's Central Business District. Over 5,000 houses, villas and apartments are being constructed at this development, including leisure, retail and commercial facilities. The development is being marketed to families, as are most others within the city. Eastlands also houses most of the city's middle class and includes South C, South B, Embakasi, Buru Buru, Komarock, Donholm, Umoja, Saika, Ruai, Kasarani and various others. Crime and law enforcement Crime levels and safety have very much improved in Nairobi over recent years. Violent crime is rare but petty crime can still be an issue. In general, petty crime in Nairobi mostly involves pickpocketing and theft, and on rare occasions can be confrontational. Although there have been a handful of isolated attacks in Kenya by Al Shaabab from neighbouring Somalia, these incidences are rare. Media Nairobi is home to most of Kenya's news and media organisations. The city is also home to the region's largest newspapers: the Daily Nation and The Standard. These are circulated within Kenya and cover a range of domestic and regional issues. Both newspapers are published in English. People Daily is also the leading free newspaper distributed on the streets of Nairobi. It is published by Mediamax Limited. Kenya Broadcasting Corporation, a state-run television and radio station, is headquartered in the city. Kenya Television Network is part of the Standard Group and was Kenya's first privately owned TV station. The Nation Media Group runs NTV which is based in Nairobi, The Royal Media Services (RMS). There are also a number of prominent radio stations located in Kenya's capital including Citizen radio, Inooro fm, KISS 100, Capital FM, East FM, Kameme FM, Metro FM, and Family FM, among others. Several multinational media organisations have their regional headquarters in Nairobi. These include the BBC, CNN, Agence France-Presse, Reuters, Deutsche Welle, and the Associated Press. The East African bureau of CNBC Africa is located in Nairobi's city centre, while the Nairobi bureau of The New York Times is located in the suburb of Gigiri. The broadcast headquarters of CCTV Africa are located in Nairobi. Pop culture Rise and Fall of Idi Amin, also referred to as, Amin: The Rise and Fall, is a 1981 biographical film by Sharad Patel. The movie details the controversial actions and atrocities of the once dictator of Uganda, Idi Amin, in the time of his violent rise to power in 1971 until he descends in 1979 as the result of Uganda–Tanzania uprising. The movie depicts some of the roles Nairobi as the political hub of Kenya served in opposing the Ugandan dictator, including the coordination between Tel Aviv and Nairobi during operation Entebe. In 2012, a Kenyan drama film directed by David "Tosh" Gitonga named Nairobi Half Life came to the big screen. The film was selected as the Kenyan entry for the Best Foreign Language Oscar at the 85th Academy Awards, but did not make the final shortlist, and is the first time Kenya has submitted a film in this category. Nairobi inspired the nicknaming of the character Ágata Jiménez as 'Nairobi'; a fictional character in the Netflix series Money Heist, portrayed by Alba Flores. She serves as the quality manager of the group, in charge of printing money in the Royal Mint of Spain in parts 1 and 2, and overseeing the melting of gold in the Bank of Spain in parts 3 and 4. She is widely considered to be the show's most popular character. Twin towns and sister cities Nairobi is twinned with: Notes References External links Nairobi Postal Codes – Complete directory of all 45 post offices and postal codes in Nairobi Posta Kenya – Official Kenya Postal Corporation website |
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/List_of_elevation_extremes_by_country] | [TOKENS: 391] |
Contents List of elevation extremes by country The following sortable table lists land surface elevation extremes by country or dependent territory. Topographic elevation is the vertical distance above the reference geoid, a mathematical model of the Earth's sea level as an equipotential gravitational surface. Table Mount Hermon (de facto; in the Golan Heights)[y] National elevation ranges Of all countries, Lesotho has the world's highest low point at 1,400 metres (4,593 ft). Other countries with high low points include Rwanda 950 metres (3,117 ft) and Andorra 840 metres (2,756 ft). Countries with very low high points include Maldives 5 metres (16 ft), Tuvalu, 5 metres (16 ft) and the Marshall Islands 10 metres (33 ft). These island countries also have the smallest range between their lowest (sea level) and highest points, and are very sensitive to changes in sea level. The highest and lowest points in China constitute the greatest elevation range within any single country at 9,002 metres (29,534 ft). The elevation ranges are also great in Nepal 8,789 metres (28,835 ft), Pakistan 8,611 metres (28,251 ft), and India 8,588.7 metres (28,178 ft). Monaco's elevation range is among the greatest relative to surface area. Within its 2.02 km2 territory, there is a difference of 140 m between its highest and lowest points, giving a ratio of 69 m for every km2. In Australia's 7,686,850 square kilometres (2,967,910 sq mi) area, there is only a 2,244 metres (7,362 ft) difference between the highest and lowest points, which gives a ratio of 292 micrometres (0.0115 in) per km2. Gallery See also Notes References External links |
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[SOURCE: https://www.fast.ai/posts/2018-05-05-part2-launch.html] | [TOKENS: 1790] |
Launching Cutting Edge Deep Learning for Coders: 2018 edition Jeremy Howard May 7, 2018 On this page About the course Today we are launching the 2018 edition of Cutting Edge Deep Learning for Coders, part 2 of fast.ai’s free deep learning course. Just as with our part 1 Practical Deep Learning for Coders, there are no pre-requisites beyond high school math and 1 year of coding experience—we teach you everything else you need along the way. This course contains all new material, including new state of the art results in NLP classification (up to 20% better than previously known approaches), and shows how to replicate recent record-breaking performance results on Imagenet and CIFAR10. The main libraries used are PyTorch and fastai (we explain why we use PyTorch and why we created the fastai library in this article). Each of the seven lessons includes a video that’s around two hours long, an interactive Jupyter notebook, and a dedicated discussion thread on the fast.ai forums. The lessons cover many topics, including: multi-object detection with SSD and YOLOv3; how to read academic papers; customizing a pre-trained model with a custom head; more complex data augmentation (for coordinate variables, per-pixel classification, etc); NLP transfer learning; handling very large (billion+ token) text corpuses with the new fastai.text library; running and intepreting ablation studies; state of the art NLP classification; multi-modal learning; multi-task learning; bidirectional LSTM with attention for seq2seq; neural translation; customizing resnet architectures; GANs, WGAN, and CycleGAN; data ethics; super resolution; image segmentation with u-net. The lessons Lesson 8 starts with a quick recap of what we learned in part 1, and introduces the new focus of this part of the course: cutting edge research. We talk about how to read papers, and what you’ll need to build your own deep learning box to run your experiments. Even if you’ve never read an academic paper before, we’ll show you how to do so in a way that you don’t get overwhelmed by the notation and writing style. Another difference in this part is that we’ll be digging deeply into the source code of the fastai and Pytorch libraries: in this lesson we’ll show you how to quickly navigate and build an understanding of the code. And we’ll see how to use python’s debugger to deepen your understand of what’s going on, as well as to fix bugs. The main topic of this lesson is object detection, which means getting a model to draw a box around every key object in an image, and label each one correctly. You may be surprised to discover that we can use transfer learning from an Imagenet classifier that was never even trained to do detection! There are two main tasks: find and localize the objects, and classify them; we’ll use a single model to do both these at the same time. Such multi-task learning generally works better than creating different models for each task—which many people find rather counter-intuitive. To create this custom network whilst leveraging a pre-trained model, we’ll use fastai’s flexible custom head architecture. In this lesson we’ll move from single object to multi-object detection. It turns out that this slight difference makes things much more challenging. In fact, most students found this the most challenging lesson in the whole course. Not because any one piece is highly complex, but because there’s a lot of pieces, so it really tests your understanding of the foundations we’ve learnt so far. So don’t worry if a lot of details are unclear on first viewing – come back to this lesson from time to time as you complete the rest of the course, and you should find more and more of it making sense! Our focus is on the single shot multibox detector (SSD), and the related YOLOv3 detector. These are ways to handle multi-object detection by using a loss function that can combine losses from multiple objects, across both localization and classification. They also use a custom architecture that takes advantage of the difference receptive fields of different layers of a CNN. And we’ll see how to handle data augmentation in situations like this one where the dependent variable requires augmentation too. Finally, we discuss a simple but powerful trick called focal loss which is used to get state of the art results in this field. After reviewing what we’ve learned about object detection, in lesson 10 we jump into NLP, starting with an introduction to the new fastai.text library. This is a replacement for torchtext which is faster and more flexible in many situations. A lot of this class will be very familiar—we’re covering a lot of the same ground as lesson 4. But this lesson will show you how to get much more accurate results, by using transfer learning for NLP. Transfer learning has revolutionized computer vision, but until now it largely has failed to make much of an impact in NLP (and to some extent has been simply ignored). In this class we’ll show how pre-training a full language model can greatly surpass previous approaches based on simple word vectors. We’ll use this language model to show a new state of the art result in text classification. In lesson 11 we’re going to learn to translate French into English! To do so, we’ll learn how to add attention to an LSTM in order to build a sequence to sequence (seq2seq) model. But before we do, we’ll do a review of some key RNN foundations, since a solid understanding of those will be critical to understanding the rest of this lesson. A seq2seq model is one where both the input and the output are sequences, and can be of difference lengths. Translation is a good example of a seq2seq task. Because each translated word can correspond to one or more words that could be anywhere in the source sentence, we learn an attention mechanism to figure out which words to focus on at each time step. We’ll also learn about some other tricks to improve seq2seq results, including teacher forcing and bidirectional models. We finish the lesson by discussing the amazing DeVISE paper, which shows how we can bridge the divide between text and images, using them both in the same model! We start this lesson with a deep dive into the DarkNet architecture used in YOLOv3, and use it to better understand all the details and choices that you can make when implementing a resnet-ish architecture. The basic approach discussed here is what we used to win the DAWNBench competition! Then we’ll learn about Generative Adversarial Networks (GANs). This is, at its heart, a different kind of loss function. GANs have a generator and a discriminator that battle it out, and in the process combine to create a generative model that can create highly realistic outputs. We’ll be looking at the Wasserstein GAN variant, since it’s easier to train and more resilient to a range of hyperparameters. For the start of lesson 13 we’ll cover the CycleGAN, which is a breakthrough idea in GANs that allows us to generate images even where we don’t have direct (paired) training data. We’ll use it to turn horses into zebras, and visa versa; this may not be an application you need right now… but the basic idea is likely to be transferable to a wide range of very valuable applications. One of our students is already using it to create a new form of visual art. But generative models (and many other techniques we’ve discussed) can cause harm just as easily as they can benefit society. So we spend some time talking about data ethics. It’s a topic that really deserves its own whole course; whilst we can’t go into the detail we’d like in the time available, hopefully you’ll get a taste of some of the key issues, and ideas for where to learn more. We finish the lesson by looking at style transfer, an interesting approach that allows us to change the style of images in whatever way we like. The approach requires us to optimize pixels, instead of weights, which is an interesting different way of looking at optimization. In this final lesson, we do a deep dive into super resolution, an amazing technique that allows us to restore high resolution detail in our images, based on a convolutional neural network. In the process, we’ll look at a few modern techniques for faster and more reliable training of generative convnets. We close with a look at image segmentation, in particular using the Unet architecture, a state of the art technique that has won many Kaggle competitions and is widely used in industry. Image segmentation models allow us to precisely classify every part of an image, right down to pixel level. |
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[SOURCE: https://en.wikipedia.org/wiki/Ars_Technica] | [TOKENS: 1874] |
Contents Ars Technica Ars Technica[a] is a website covering news and opinions in technology, science, politics, and society, created by Ken Fisher and Jon Stokes in 1998. It publishes news, reviews, and guides on issues such as computer hardware and software, science, technology policy, and video games. Ars Technica was privately owned until May 2008, when it was sold to Condé Nast Digital, the online division of Condé Nast Publications. Condé Nast purchased the site, along with two others, for $25 million and added it to the company's Wired Digital group, which also includes Wired and, formerly, Reddit. The staff mostly works from home and has offices in Boston, Chicago, London, New York City, and San Francisco. The operations of Ars Technica are funded primarily by advertising, and it has offered a paid subscription service since 2001. History Ken Fisher, who serves as the website's current editor-in-chief, and Jon Stokes created Ars Technica in 1998. Its purpose was to publish computer hardware and software-related news articles and guides; in their words, "the best multi-OS, PC hardware, and tech coverage possible while ... having fun, being productive, and being as informative and as accurate as possible". "Ars technica" is a Latin phrase that translates to "Art of Technology". The website published news, reviews, guides, and other content of interest to computer enthusiasts. Writers for Ars Technica were geographically distributed across the United States at the time; Fisher lived in his parents' house in Boston, Stokes in Chicago, and the other writers in their respective cities. On May 19, 2008, Ars Technica was sold to Condé Nast Digital, the online division of Condé Nast Publications.[b] The sale was part of a purchase by Condé Nast Digital of three unaffiliated websites costing $25 million in total: Ars Technica, Webmonkey, and HotWired. Ars Technica was added to the company's Wired Digital group, which included Wired and Reddit. In an interview with The New York Times, Fisher said other companies offered to buy Ars Technica and the site's writers agreed to a deal with Condé Nast because they felt it offered them the best chance to turn their "hobby" into a business. Fisher, Stokes, and the eight other writers at the time were employed by Condé Nast. Layoffs at Condé Nast in November 2008 affected websites owned by the company "across the board", including Ars Technica. On May 5, 2015, Ars Technica launched its United Kingdom site to expand its coverage of issues related to the UK and Europe. The UK site began with around 500,000 readers and had reached roughly 1.4 million readers a year after its launch. In September 2017, Condé Nast announced that it was significantly downsizing its Ars Technica UK arm, and laid off all but one member of its permanent editorial staff. Since 2024 the parent company has entered a bilateral deal with OpenAI. The terms of this deal have not been publicly disclosed, but The Guardian reported that it is more than just access to Condé Nast publications and extends to the usage of AI in the news cycle to "ensure that as AI plays a larger role in news discovery and delivery, it maintains accuracy, integrity and respect for quality reporting". On February 13, 2026. Ars Technica published an article on how an AI agent wrote a hit piece on a software maintainer after the maintainer rejected the agent's code. The article was retracted the same day after several of the maintainers quotes were found to be AI generated. Content The content of articles published by Ars Technica has generally remained the same since its creation in 1998 and is categorized by four types: news, guides, reviews, and features. News articles relay current events. Ars Technica also hosts OpenForum, a free Internet forum for the discussion of a variety of topics. Originally, most news articles published by the website were aggregated from other technology-related websites. Ars Technica provided short commentaries on the news, generally a few paragraphs, and a link to the original source. After being purchased by Condé Nast, Ars Technica began publishing more original news, investigating topics, and interviewing sources themselves. A significant portion of the news articles published there now[when?] are original. Relayed news is still published on the website, ranging from one or two sentences to a few paragraphs.[citation needed] Ars Technica's features are long articles that go into great depth on their subject. For example, the site published a guide on CPU architecture in 1998 named "Understanding CPU caching and performance". An article in 2009 discussed in detail the theory, physics, mathematical proofs, and applications of quantum computers. The website's 18,000-word review of Apple's first iPad described everything from the product's packaging to the specific type of integrated circuits it uses. Ars Technica is written in a less-formal tone than that found in a traditional journal. Many of the website's regular writers have postgraduate degrees, and many work for academic or private research institutions. Website cofounder Jon Stokes published the computer architecture textbook Inside The Machine in 2007; John Timmer performed postdoctoral research in developmental neurobiology; Until 2013, Timothy Lee was a scholar at the Cato Institute, a public-policy institute, which republished Ars Technica articles by him. Biology journal Disease Models & Mechanisms called Ars Technica a "conduit between researchers and the public" in 2008. On September 12, 2012, Ars Technica recorded its highest daily traffic ever with its iPhone 5 event coverage. It recorded 15.3 million page views, 13.2 million of which came from its live blog platform of the event. Staff Jennifer Ouelette, the former science editor of Gizmodo, contributes science and culture coverage. Beth Mole, who has a PhD in microbiology, handles Ars' health coverage. She was formerly at Science News. Eric Berger, formerly of the Houston Chronicle, covers space exploration. John Timmer is the science editor for Ars. He formerly taught scientific writing and science journalism at Stony Brook University and Weill Cornell Medical College. He earned his undergraduate degree from Columbia University and his PhD from University of California, Berkeley and worked as a postdoc at Memorial Sloan Kettering. Revenue The cost of operating Ars Technica has always been funded primarily by advertising. Originally handled by Federated Media Publishing, selling advertising space on the website is now managed by Condé Nast. In addition to online advertising, Ars Technica has sold subscriptions to the website since 2001, now named Ars Pro and Ars Pro++ subscriptions (previously known as Ars Premier). Subscribers are not shown advertisements, and receive benefits including the ability to see exclusive articles, post in certain areas of the Ars Technica forum, and participate in live chat rooms with notable people in the computer industry. To a lesser extent, revenue is also collected from content sponsorship. A series of articles about the future of collaboration was sponsored by IBM, and the site's Exploring Datacenters section is sponsored by data-management company NetApp. Ars Technica also collects revenue from affiliate marketing by advertising deals and discounts from online retailers, and from the sale of Ars Technica-branded merchandise. On March 5, 2010, Ars Technica experimentally blocked readers who used Adblock Plus—one of several computer programs that stop advertisements from being displayed in a web browser—from viewing the website. Fisher estimated 40% of the website's readers had the software installed at the time. The next day, the block was lifted, and the article "Why Ad Blocking is devastating to the sites you love" was published on Ars Technica, imploring readers not to use the software on websites they care about: ... blocking ads can be devastating to the sites you love. I am not making an argument that blocking ads is a form of stealing, or is immoral, or unethical ... It can result in people losing their jobs, it can result in less content on any given site, and it definitely can affect the quality of content. It can also put sites into a real advertising death spin. The block and article were controversial, generating articles on other websites about them, and the broader issue of advertising ethics. Readers of Ars Technica generally followed Fisher's persuasion; the day after his article was published, 25,000 readers who used the software had allowed the display of advertisements on Ars Technica in their browser, and 200 readers had subscribed to Ars Premier. In February 2016, Fisher noted, "That article lowered the ad-block rate by 12 percent, and what we found was that the majority of people blocking ads on our site were doing it because other sites were irritating them". In response to increasing use of ad blockers, Ars Technica intends to[update] identify readers who filter out advertisements and ask them to support the site by several means. See also Explanatory notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_note-401] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-:10_77-0] | [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 |
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[SOURCE: https://www.fast.ai/posts/2018-04-30-dawnbench-fastai.html] | [TOKENS: 3221] |
Training Imagenet in 3 hours for USD 25; and CIFAR10 for USD 0.26 Jeremy Howard April 30, 2018 On this page Posted: May 2, 2018 Benchmark results DAWNBench is a Stanford University project designed to allow different deep learning methods to be compared by running a number of competitions. There were two parts of the Dawnbench competition that attracted our attention, the CIFAR 10 and Imagenet competitions. Their goal was simply to deliver the fastest image classifier as well as the cheapest one to achieve a certain accuracy (93% for Imagenet, 94% for CIFAR 10). In the CIFAR 10 competition our entries won both training sections: fastest, and cheapest. Another fast.ai student working independently, Ben Johnson, who works on the DARPA D3M program, came a close second in both sections. In the Imagenet competition, our results were: Overall, our findings were: In this post we’ll discuss our approach to each competition. All of the methods discussed here are either already incorporated into the fastai library, or are in the process of being merged into the library. Super convergence fast.ai is a research lab dedicated to making deep learning more accessible, both through education, and developing software that simplifies access to current best practices. We do not believe that having the newest computer or the largest cluster is the key to success, but rather utilizing modern techniques and the latest research with a clear understanding of the problem we are trying to solve. As part of this research we recently developed a new library for training deep learning models based on Pytorch, called fastai. Over time we’ve been incorporating into fastai algorithms from a number of research papers which we believe have been largely overlooked by the deep learning community. In particular, we’ve noticed a tendency of the community to over-emphasize results from high-profile organizations like Stanford, DeepMind, and OpenAI, whilst ignoring results from less high-status places. One particular example is Leslie Smith from the Naval Research Laboratory, and his recent discovery of an extraordinary phenomenon he calls super convergence. He showed that it is possible to train deep neural networks 5-10x faster than previously known methods, which has the potential to revolutionize the field. However, his paper was not accepted to an academic publishing venue, nor was it implemented in any major software. Within 24 hours of discussing this paper in class, a fast.ai student named Sylvain Gugger had completed an implementation of the method, which was incorporated into fastai and he also developed an interactive notebook showing how to experiment with other related methods too. In essence, Smith showed that if we very slowly increase the learning rate during training, whilst at the same time decreasing momentum, we can train at extremely high learning rates, thus avoiding over-fitting, and training in far fewer epochs. Such rapid turnaround of new algorithmic ideas is exactly where Pytorch and fastai shine. Pytorch allows for interactive debugging, and the use of standard Python coding methods, whilst fastai provides many building blocks and hooks (such as, in this case, callbacks to allow customization of training, and fastai.sgdr for building new learning rate annealing methods). Pytorch’s tensor library and CUDA allow for fast implementation of new algorithms for exploration. We have an informal deep learning study group (free for anyone to join) that meets each day to work on projects together during the course, and we thought it would be interesting to see whether this newly contributed code would work as well as Smith claimed. We had heard that Stanford University was running a competition called DAWNBench, which we thought would be an interesting opportunity to test it out. The competition finished just 10 days from when we decided to enter, so timing was tight! CIFAR 10 Both CIFAR 10 and Imagenet are image recognition tasks. For instance, imagine that we have a set of pictures of cats and dogs, and we want to build a tool to separate them automatically. We build a model and then train it on many pictures so that afterwards we can classify dog and cat pictures we haven’t seen before. Next, we can take our model and apply it to larger data sets like CIFAR, a collection of pictures of ten various objects like cats and dogs again as well as other animals/vehicles, for example frogs and airplanes. The images are small (32 pixels by 32 pixels) and so this dataset is small (160MB) and easy to work with. It is, nowadays, a rather under-appreciated dataset, simply because it’s older and smaller than the datasets that are fashionable today. However, it is very representative of the amount of data most organizations have in the real world, and the small image size makes it both challenging but also accessible. When we decided to enter the competition, the current leader had achieved a result of 94% accuracy in a little over an hour. We quickly discovered that we were able to train a Resnet 50 model with super-convergence in around 15 minutes, which was an exciting moment! Then we tried some different architectures, and found that Resnet 18 (in its preactivation variant) achieved the same result in 10 minutes. We discussed this in class, and Ben Johnson independently further developed this by adding a method fast.ai developed called “concat pooling” (which concatenates max pooling and average pooling in the penultimate layer of the network) and got down to an extraordinary 6 minutes on a single NVIDIA GPU. In the study group we decided to focus on multi-GPU training, in order to get the fastest result we could on a single machine. In general, our view is that training models on multiple machines adds engineering and sysadmin complexity that should be avoided where possible, so we focus on methods that work well on a single machine. We used a library from NVIDIA called NCCL that works well with Pytorch to take advantage of multiple GPUs with minimal overhead. Most papers and discussions of multi-GPU training focus on the number of operations completed per second, rather than actually reporting how long it takes to train a network. However, we found that when training on multiple GPUs, our architectures showed very different results. There is clearly still much work to be done by the research community to really understand how to leverage multiple GPUs to get better end-to-end training results in practice. For instance, we found that training settings that worked well on single GPUs tended to lead to gradients blowing up on multiple GPUs. We incorporated all the recommendations from previous academic papers (which we’ll discuss in a future paper) and got some reasonable results, but we still weren’t really leveraging the full power of the machine. In the end, we found that to really leverage the 8 GPUs we had in the machine, we actually needed to give it more work to do in each batch—that is, we increased the number of activations in each layer. We leveraged another of those under-appreciated papers from less well-known institutions: Wide Residual Networks, from Université Paris-Est, École des Ponts. This paper does an extensive analysis of many different approaches to building residual networks, and provides a rich understanding of the necessary building blocks of these architectures. Another of our study group members, Brett Koonce, started running experiments with lots of different parameter settings to try to find something that really worked well. We ended up creating a “wide-ish” version of the resnet-34 architecture which, using Brett’s carefully selected hyper-parameters, was able to reach the 94% accuracy with multi-GPU training in under 3 minutes! AWS and spot instances We were lucky enough to have some AWS credits to use for this project (thanks Amazon!) We wanted to be able to run many experiments in parallel, without spending more credits than we had to, so study group member Andrew Shaw built out a python library which would allow us to automatically spin up a spot instance, set it up, train a model, save the results, and shut the instance down again, all automatically. Andrew even set things up so that all training occurred automatically in a tmux session so that we could log in to any instance and view training progress at any time. Based on our experience with this competition, our recommendation is that for most data scientists, AWS spot instances are the best approach for training a large number of models, or for training very large models. They are generally about a third of the cost of on-demand instances. Unfortunately, the official DAWNBench results do not report the actual cost of training, but instead report the cost based on an assumption of on-demand pricing. We do not agree that this is the most useful approach, since in practice spot instance pricing is quite stable, and is the recommended approach for training models of this type. Google’s TPU instances (now in beta) may also a good approach, as the results of this competition show, but be aware that the only way to use TPUs is if you accept lock-in to all of: More problematically, there is no ability to code directly for the TPU, which severely limits algorithmic creativity (which as we have seen, is the most important part of performance). Given the limited neural network and algorithm support on TPU (e.g. no support for recurrent neural nets, which are vital for many applications, including Google’s own language translation systems), this limits both what problems you can solve, and how you can solve them. AWS, on the other hand, allows you to run any software, architecture, and algorithm, and you can then take the results of that code and run them on your own computers, or use a different cloud platform. The ability to use spot instances also means you we were able to save quite a bit of money compared to Google’s platform (Google has something similar in beta called “preemptible instances”, but they don’t seem to support TPUs, and automatically kill your job after 24 hours). For single GPU training, another great option is Paperspace, which is the platform we use for our new courses. They are significantly less complex to set up than AWS instances, and have the whole fastai infrastructure pre-installed. On the other hand, they don’t have the features and flexibility of AWS. They are more expensive than AWS spot instances, but cheaper that AWS on-demand instances. We used a Paperspace instance to win the cost category of this competition, with a cost of just $0.26. Half precision arithmetic Another key to fast training was the use of half precision floating point. NVIDIA’s most recent Volta architecture contains tensor cores that only work with half-precision floating point data. However, successfully training with this kind of data has always been complex, and very few people have shown successful implementations of models trained with this data. NVIDIA was kind enough to provide an open-source demonstration of training Imagenet using half-precision floating point, and Andrew Shaw worked to incorporate these ideas directly into fastai. We’ve now gotten it to a point where you simply write learn.half() in your code, and from there on all the necessary steps to train quickly and correctly with half-precision floating point are automatically done for you. Imagenet Imagenet is a different version of the same problem as CIFAR 10, but with larger images (224 pixels, 160GB) and more categories (1000). Smith showed super convergence on Imagenet in his paper, but he didn’t reach the same level of accuracy as other researchers had on this dataset. We had the same problem, and found that when training with really high learning rates that we couldn’t achieve the required 93% accuracy. Instead, we turned to a method we’d developed at fast.ai, and teach in lessons 1 & 2 of our deep learning course: progressive resizing. Variations of this technique have shown up in the academic literature before (Progressive Growing of GANs and Enhanced Deep Residual Networks) but have never to our knowledge been applied to image classification. The technique is very simple: train on smaller images at the start of training, and gradually increase image size as you train further. It makes intuitive sense that you don’t need large images to learn the general sense of what cats and dogs look like (for instance), but later on when you’re trying to learn the difference between every breed of dog, you’ll often need larger images. Many people incorrectly believe that networks trained on one size of images can’t be used for other sizes. That was true back in 2013 when the VGG architecture was tied to one specific size of image, but hasn’t been true since then, on the whole. One problem is that many implementations incorrectly used a fixed-size pooling layer at the end of the network instead of a global/adaptive pooling layer. For instance none of the official pytorch torchvision models use the correct adaptive pooling layer. This kind of issue is exactly why libraries like fastai and keras are important—libraries built by people who are committed to ensuring that everything works out-of-the-box and incorporates all relevant best practices. The engineers building libraries like pytorch and tensorflow are (quite rightly) focused on the underlying foundations, not on the end-user experience. By using progressive resizing we were both able to make the initial epochs much faster than usual (using 128x128 images instead of the usual 224x224), but also make the final epochs more accurate (using 288x288 images for even higher accuracy). But performance was only half of the reason for this success; the other impact is better generalization performance. By showing the network a wider variety of image sizes, it helps it to avoid over-fitting. A word on innovation and creativity I’ve been working with machine learning for 25 years now, and throughout that time I’ve noticed that engineers are drawn to using the biggest datasets they can get, on the biggest machines they can access, like moths flitting around a bright light. And indeed, the media loves covering stories about anything that’s “biggest”. The truth though is that throughout this time the genuine advances consistently come from doings things differently, not doing things bigger. For instance, dropout allows us to train on smaller datasets without over-fitting, batch normalization lets us train faster, and rectified linear units avoid gradient explosions during training; these are all examples of thoughtful researchers thinking about doing things differently, and allowing the rest of us to train better networks, faster. I worry when I talk to my friends at Google, OpenAI, and other well-funded institutions that their easy access to massive resources is stifling their creativity. Why do things smart when you can just throw more resources at them? But the world is a resource-constrained place, and ignoring that fact means that you will fail to build things that really help society more widely. It is hardly a new observation to point out that throughout history, constraints have been drivers of innovation and creativity. But it’s a lesson that few researchers today seem to appreciate. Worse still are the people I speak to that don’t have access to such immense resources, and tell me they haven’t bothered trying to do cutting edge research because they assume that without a room full of GPUs, they’ll never be able to do anything of value. To me, they are thinking about the problem all wrong: a good experimenter with a slow computer should always be able to overtake a poor experimenter with a fast one. We’re lucky that there folks like the Pytorch team that are building the tools that creative practitioners need to rapidly iterate and experiment. I hope that seeing that a small non-profit self-funded research lab and some part-time students can achieve these kinds of top-level results can help bring this harmful myth to an end. Please read Now anyone can train Imagenet in 18 minutes for further breakthroughs. |
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[SOURCE: https://en.wikipedia.org/wiki/Time_Inc.] | [TOKENS: 3826] |
Contents Time Inc. Time Inc. (also referred to as Time & Life, Inc. after its two former flagship magazines) was an American worldwide mass media corporation founded on November 28, 1922, by Henry Luce and Briton Hadden. Based in New York City, the company owned and published over 100 magazine brands, including its namesake Time, Sports Illustrated, Travel + Leisure, Food & Wine, Fortune, People, InStyle, Life, Golf Magazine, Southern Living, Essence, Real Simple, and Entertainment Weekly. It also operated subsidiaries alongside Time Inc. UK (later sold and rebranded as TI Media), whose major titles included What's on TV, NME, Country Life, and Wallpaper. Additionally, Time Inc. managed over 60 websites and digital-only titles, such as MyRecipes, Extra Crispy, TheSnug, HelloGiggles, and MIMI. In 1990, Time Inc. merged with Warner Communications to form the media conglomerate Time Warner (now Warner Bros. Discovery), with Time Inc. continuing as a subsidiary. In 2014, to focus on its three entertainment divisions, Warner Bros., Turner, and HBO, Time Warner spun off Time Inc. as a public company trading on the New York Stock Exchange. In 2018, the Meredith Corporation acquired Time Inc. for $2.8 billion. Three yars later, Meredith was acquired by IAC and merged with Dotdash to form Dotdash Meredith, resulting in IAC gaining most of the former Time Inc. assets. History Nightly discussions regarding the concept of a news magazine led founders Henry Luce and Briton Hadden, both age 23, to quit their jobs in 1922. Later that year, they formed Time Inc. Having raised $86,000 of a $100,000 goal, they published the first issue of Time on March 3, 1923, marking the debut of the first weekly news magazine in the United States. Initially, Luce served as business manager while Hadden acted as editor-in-chief, with the two alternating the titles of president and secretary-treasurer annually. Upon Hadden's sudden death in 1929, Luce assumed his partner's position. Luce launched the business magazine Fortune in February 1930 and created/founded the pictorial Life magazine in 1936, and launched House & Home in 1952 and Sports Illustrated in 1954. He also produced The March of Time radio and newsreel series. By the mid-1960s, Time Inc. was the largest and most prestigious magazine publisher in the world. (Dwight Macdonald, a Fortune staffer during the 1930s, referred to him as "Il Luce", a play on the Italian dictator Benito Mussolini, who was called "Il Duce".) Once ambitious to become Secretary of State in a Republican administration, Luce wrote a famous article in Life magazine in 1941, called "The American Century", which defined the role of American foreign policy for the remainder of the 20th century, and perhaps beyond. President Franklin D. Roosevelt, aware that most publishers were opposed to him, issued a decree in 1943 that blocked all publishers and media executives from visits to combat areas; he put General George Marshall in charge of enforcement. The main target was Luce, who had long opposed FDR. Historian Alan Brinkley argues the move was "badly mistaken", for had Luce been allowed to travel, he would have been an enthusiastic cheerleader for American forces around the globe. But stranded in New York City, Luce's frustration and anger expressed itself in hard-edged partisanship. Luce, supported by Editor T. S. Matthews, appointed Whittaker Chambers as acting Foreign News editor in 1944, despite the feuds Chambers had with reporters in the field. In the 1950s, the Time Inc. executive Brumbaugh made presentations to the Post Office Department to explain how Time Inc. was using a zoning system to speed the delivery of its magazines. Although the Post Office Department had instigated zones in 1943, they were inconsistently applied. As cited in FYI, Time Inc.'s internal newsletter "'Fewer than 40% of the cities were properly zoned,' he recalls. 'I went to the Post Office Department and showed them how we were making the zone system work.'" In 1963, the United States Post Office introduced ZIP codes. Luce, who remained editor-in-chief of all his publications until 1964, maintained a position as an influential member of the Republican Party. Holding anti-communist sentiments, he used Time to support right-wing dictatorships in the name of fighting communism. An instrumental figure behind the so-called "China Lobby", he played a large role in steering American foreign policy and popular sentiment in favor of Nationalist leader Chiang Kai-shek and his wife Soong Mei-ling in their war against the Japanese. (The Chiangs appeared in the cover of Time eleven times between 1927 and 1955. In 1961, Time Inc. entered the book publishing business that combined the resources of their magazines with the formation of Time Life (it later became the holding company for television and radio stations and had a film production division, Time Life Films and a record label). Time Inc. later acquired Boston-based Little, Brown and Company (later integrated into Time Warner Book Group following its merger with Warner Books, now known as the Hachette Book Group since its 2006 acquisition by Hachette Livre) for $17 million in January 1968. Time Inc. also owned pioneering cable network Home Box Office (HBO). In 1974, Time Inc. launched the celebrity-focused magazine People. In February 1985, Time Inc. announced that it would acquire the Birmingham, Alabama-based Southern Progress Corporation, publishers of the Southern Living magazine for $480 million. In 1987, Time Inc. and Robin Wolaner launched the parent-focused magazine Parenting (Time Inc. later purchased the remaining stake in the magazine held by Wolaner on January 5, 1990, several days before the completion of merger with Warner Communications) In 1987, Time Inc. lost its ownership stake in the USA Network, which it held since 1981. The merger of Time Inc. and Warner Communications was announced on March 4, 1989. During the summer of that same year, Paramount Communications (formerly Gulf and Western Industries) launched a $12.2 billion hostile bid to acquire Time Inc. in an attempt to end a stock swap merger deal between Time and Warner Communications. This caused Time to raise its bid for Warner to $14.9 billion in cash and stock. Paramount responded by filing a lawsuit in a Delaware court to block the Time/Warner merger. The court ruled twice in favor of Time, forcing Paramount to drop both the Time acquisition and the lawsuit, and allowing the formation of the two companies' merger which was completed on January 10, 1990. Effectively, Time took over Warner, resulting in a new corporate structure and the new combined company being called "Time Warner" with Time remaining as a subsidiary of said company. In November 1990, Time Inc. announced that it would acquire the remaining stake in Hippocrates Partners (Time earlier purchased its 50% stake in July 1988). The Pathfinder website was launched in 1994, with content from the Time, People and Fortune magazines. It was shut down in 1999. On October 20, 2000, Time Inc. announced that it would acquire the magazine division of Times Mirror Company that includes Field & Stream, Golf Magazine, Outdoor Life, Popular Science, Skiing and Yachting from the Tribune Company for $475 million, the merger was subsequently completed in November of that year, forming Time4Media (the magazines in the division, with the exception of Golf Magazine and the Parenting Group were sold to Bonnier Group in 2007) In January 2005, Time Inc. announced that it would purchase a remaining stake in New York City-based Essence Communications, publishers of the Essence magazine that it not already own. (Time already purchased 49% stake in the magazine in 2000) In 2008, Time Inc. launched Maghound, an internet-based magazine membership service that featured approximately 300 magazine titles from both Time Inc. brands and external publishing companies. On January 19, 2010, Time Inc. acquired StyleFeeder, a personal shopping engine. In August 2010, Time Inc. announced that Ann S. Moore, its chairman and chief executive, would step down as CEO and be replaced by Jack Griffin, an executive with Meredith Corporation, the nation's second-largest publisher of consumer magazines. In September 2010, Time Inc. entered into a licensing agreement with Kolkata-based ABP Group, one of India's largest media conglomerates, to publish Fortune India magazine and the yearly Fortune India 500 list. Griffin was ousted after a brief tenure, eventually being replaced by Laura Lang, who served about a year. On March 6, 2013, Time Warner announced plans to spin off Time Inc. into a publicly traded company. Time Warner's chairman/CEO Jeff Bewkes said that the split would allow Time Warner to focus entirely on its television and film businesses, and Time Inc. to focus on its core print media businesses. It was announced in May 2014 that Time Inc. would become a publicly traded company on June 6 of that year. The spin-off was completed on June 9, 2014. As of September 13, 2016, Rich Battista was promoted to president and CEO, replacing Joseph A. Ripp. Time Inc. purchased American Express Publishing Corporation's suite of titles, including Travel + Leisure, Food & Wine, Departures, Black Ink and Executive Travel on October 1, 2013. On January 14, 2014, Time Inc. announced that Colin Bodell was joining the company in the newly created position of executive vice president and chief technology officer. However, he was let go May 19, 2016 On February 5, 2014, Time Inc. announced that it was cutting 500 jobs with most of the layoffs at American Express Publishing. From April 2014 to mid-2017, the Chairman of Time Inc. was Joseph A. Ripp, who had been Chief Executive since September 2013 and continued as Executive Chairman when replaced as CEO by Battista. Though Ripp had intended to remain Executive Chairman until 2018, he wound up leaving the board in 2017 and John Fahey served as non-executive chairman for the months prior to the company's sale to Meredith. On May 28, 2015, Time Inc. announced the purchase of entertainment and sports news site FanSided. In July 2015, Time Inc. acquired League Athletics in Tucson, SportsSignup in Saratoga Springs, and iScore in Los Alamitos. The three companies will be a part of Sports Illustrated Play. After attempting a few TV shows in 2014 and 2015, the company formed Time Inc. Productions in 2016 as its in-house production company. On February 11, 2016, Time Inc. announced that it has acquired Viant, a leading people based marketing platform and owner of MySpace. With the purchase of Time Warner by AT&T, it was agreed that Time Warner television assets such as HBO also came under the AT&T umbrella; after WarnerMedia spun off from AT&T in 2021, these assets came under the fold of Warner Bros. Discovery. In February 2017, it was reported that Meredith Corporation and a group of investors led by Edgar Bronfman Jr. were considering purchasing Time Inc. In 2016, Time Inc. acquired Bizrate Insights. On April 28, 2017, the company's board of directors dropped the plan of selling the company and instead focus on growth strategies. On November 26, 2017, it was announced that Meredith Corporation would acquire Time Inc. in a $2.8 billion deal. $640 million in backing will be provided by Koch Equity Development, but the Koch family will not have a board seat or otherwise influence the company's operations. Prior to the sale closing in January 2018, Time Inc. sold Essence Communications to Richelieu Dennis, the founder of hair- and skin-care products maker Sundial Brands. In January 2018, Meredith removed signage and references to Time, Inc., and Time, Inc. website was redirected to the Meredith's website. In March 2018, only six weeks after the closure of the deal, Meredith announced that it would lay off 1,200 employees, and explore the sale of Time, Fortune, Money, and Sports Illustrated. The company felt that these brands did not align with its core, lifestyle-oriented properties. Howard Milstein had announced on February 7, 2018, that he would acquire Golf Magazine from Meredith, and Time Inc. UK was sold to the British private equity group Epiris (later rebranded to TI Media) in late February. In September 2018, Meredith announced that it would re-sell Time to Marc Benioff and his wife Lynne for $190 million. Although Benioff is the chairman and co-CEO of Salesforce.com, Time will remain separate from the company, and Benioff will not be involved in its daily operations. In November 2018, Meredith announced to sell Fortune to Thai businessman Chatchaval Jiaravanon for $150 million. In December 2021, Meredith was acquired by IAC's Dotdash and became Dotdash Meredith; Barry Diller, the head of IAC, had previous relations with Time Inc. in the early 1980s when he was head of Paramount and helped make Time Inc. at one point a co-owner of the USA Network. Time's offices were originally in the Chrysler Building. In 1938, they moved to the seven upper floors of the newly built 1 Rockefeller Plaza in Rockefeller Center. In 1960, they moved to fifteen floors of a new building, also in Rockefeller Center, 1271 Avenue of the Americas. Time rented additional offices in the adjacent 135 West 50th Street building. In 2014, Time moved to Brookfield Place in lower Manhattan, where it remained until its ultimate demise four years later. When they were being built, both the Rockefeller Plaza and Avenue of the Americas buildings were given the name "Time & Life Building" at the time after their main soon-to-be tenant, but also lost it when that tenant moved elsewhere. This incidentally, did not apply to their 153 New Bond Street, London W1Y0AA UK premises; it too was baptized "Time & Life Building" when it was built in 1951–53 as the then-European headquarters of "Time & Life International, Ltd.", but contrary to its New York City counterparts, it kept the name after the company had vacated the premises in late-August 2009. Leadership In the early years, when the company was just Time magazine, Luce served as business manager while Hadden was editor-in-chief, and they annually alternated the positions of president and secretary-treasurer. On Hadden's sudden death in 1929 Luce took his position and business management was entrusted to Roy E. Larsen, who had been one of their first hires. Luce cultivated a philosophy of "church and state", where the editorial and business management were separate up to the board of directors level. (This was functionally ended with the departure of McManus from the Time Warner board, and formally by Ripp in 2013). McManus left the board of what had become Time Warner shortly before retiring, and his replacement Norman Pearlstine and successors John Huey (2006–2012) and Martha Nelson (2013) were never directors of the parent. The title was then abolished. Linen became chairman of the executive committee for a time after serving as president, then was succeeded by Shepley, who retained that position for a time after he, in turn, stepped down as president. Davidson also served as chairman of the executive committee after stepping down as chairman of the board. Munro was chairman of the executive committee of Time Warner from 1990 to 1996. On the merger with Warner Communications Munro and then Nicholas were co-CEOs of Time Warner with Steve Ross until 1992 when Ross squeezed Nicholas out. Gerald M. Levin, who had come up through Time's non-publishing operations, succeeded Ross later that year and in 2002 was succeeded by Richard Parsons who had never been connected to legacy Time Inc. (his successor Jeff Bewkes, leader of the parent when Time Inc. was spun off, had like Levin come from the non-publishing operations). The Time, Inc. (the comma remained part of the formal title until the Warner merger but the company ceased to use it in 1933) corporate entity diversified out of publishing in the 1970s and 1980s, purchasing what was later spun off as Temple-Inland paper company and various broadcasting and cable television operations such as HBO and what became Time Warner Cable. As the distinction between the overall corporation and the magazine operation grew, the position that had been "Group Vice President, Magazines" or "Executive Vice President, Magazines" became president and chief executive of a "magazine group" in 1985 (under Kelso F. Sutton to 1986, and then Reginald K. Brack Jr.) and then became president and CEO of a newly incorporated subsidiary,"The Time Inc. Magazine Company" in 1988 (initially with John A. Meyers as chairman). In 1992, Time Warner reorganized so that the non-magazine parts of Time Inc. came directly under the parent and the Time Inc. name was downgraded to only include the magazine company, so the officers of the "Magazine Company" became the officers of what was now Time Inc. Later that year, CEO Brack shifted to chairman with Don Logan as president; he stepped down in favor of Logan as CEO in 1994 and chairman in 1997. Logan moved up to a group oversight position including additional Time Warner operations in 2002 (Ann S. Moore succeeding him at the magazine operation) and left the company in 2005. Leaders after Moore are noted above. References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-:16_81-0] | [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 |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-83] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://www.fast.ai/posts/2018-04-29-categorical-embeddings.html] | [TOKENS: 1750] |
An Introduction to Deep Learning for Tabular Data Rachel Thomas April 29, 2018 On this page There is a powerful technique that is winning Kaggle competitions and is widely used at Google (according to Jeff Dean), Pinterest, and Instacart, yet that many people don’t even realize is possible: the use of deep learning for tabular data, and in particular, the creation of embeddings for categorical variables. Despite what you may have heard, you can use deep learning for the type of data you might keep in a SQL database, a Pandas DataFrame, or an Excel spreadsheet (including time-series data). I will refer to this as tabular data, although it can also be known as relational data, structured data, or other terms (see my twitter poll and comments for more discussion). Tabular data is the most commonly used type of data in industry, but deep learning on tabular data receives far less attention than deep learning for computer vision and natural language processing. This post covers some key concepts from applying neural networks to tabular data, in particular the idea of creating embeddings for categorical variables, and highlights 2 relevant modules of the fastai library: The material from this post is covered in much more detail starting around 1:59:45 in the Lesson 3 video and continuing in Lesson 4 of our free, online Practical Deep Learning for Coders course. To see example code of how this approach can be used in practice, check out our Lesson 3 jupyter notebook. Embeddings for Categorical Variables A key technique to making the most of deep learning for tabular data is to use embeddings for your categorical variables. This approach allows for relationships between categories to be captured. Perhaps Saturday and Sunday have similar behavior, and maybe Friday behaves like an average of a weekend and a weekday. Similarly, for zip codes, there may be patterns for zip codes that are geographically near each other, and for zip codes that are of similar socio-economic status. A way to capture these multi-dimensional relationships between categories is to use embeddings. This is the same idea as is used with word embeddings, such as Word2Vec. For instance, a 3-dimensional version of a word embedding might look like: |——–|—————–| | puppy | [0.9, 1.0, 0.0] | | dog | [1.0, 0.2, 0.0] | | kitten | [0.0, 1.0, 0.9] | | cat | [0.0, 0.2, 1.0] | Notice that the first dimension is capturing something related to being a dog, and the second dimension captures youthfulness. This example was made up by hand, but in practice you would use machine learning to find the best representations (while semantic values such as dogginess and youth would be captured, they might not line up with a single dimension so cleanly). You can check out my workshop on word embeddings for more details about how word embeddings work. Similarly, when working with categorical variables, we will represent each category by a vector of floating point numbers (the values of this representation are learned as the network is trained). For instance, a 4-dimensional version of an embedding for day of week could look like: |———|———————-| | Sunday | [.8, .2, .1, .1] | | Monday | [.1, .2, .9, .9] | | Tuesday | [.2, .1, .9, .8] | Here, Monday and Tuesday are fairly similar, yet they are both quite different from Sunday. Again, this is a toy example. In practice, our neural network would learn the best representations for each category while it is training, and each dimension (or direction, which doesn’t necessarily line up with ordinal dimensions) could have multiple meanings. Rich relationships can be captured in these distributed representations. Embeddings capture richer relationships and complexities than the raw categories. Once you have learned embeddings for a category which you commonly use in your business (e.g. product, store id, or zip code), you can use these pre-trained embeddings for other models. For instance, Pinterest has created 128-dimensional embeddings for its pins in a library called Pin2Vec, and Instacart has embeddings for its grocery items, stores, and customers. The fastai library contains an implementation for categorical variables, which work with Pytorch’s nn.Embedding module, so this is not something you need to code from hand each time you want to use it. Treating some Continuous Variables as Categorical We generally recommend treating month, year, day of week, and some other variables as categorical, even though they could be treated as continuous. Often for variables with a relatively small number of categories, this results in better performance. This is a modeling decision that the data scientist makes. Generally, we want to keep continuous variables represented by floating point numbers as continuous. Although we can choose to treat continuous variables as categorical, the reverse is not true: any variables that are categorical must be treated as categorical. Time Series Data The approach of using neural networks together with categorical embeddings can be applied to time series data as well. In fact, this was the model used by students of Yoshua Bengio to win 1st place in the Kaggle Taxi competition(paper here), using a trajectory of GPS points and timestamps to predict the length of a taxi ride. It was also used by the 3rd place winners in the Kaggle Rossmann Competition, which involved using time series data from a chain of stores to predict future sales. The 1st and 2nd place winners of this competition used complicated ensembles that relied on specialist knowledge, while the 3rd place entry was a single model with no domain-specific feature engineering. In our Lesson 3 jupyter notebook we walk through a solution for the Kaggle Rossmann Competition. This data set (like many data sets) includes both categorical data (such as the state the store is located in, or being one of 3 different store types) and continuous data (such as the distance to the nearest competitor or the temperature of the local weather). The fastai library lets you enter both categorical and continuous variables as input to a neural network. When applying machine learning to time-series data, you nearly always want to choose a validation set that is a continuous selection with the latest available dates that you have data for. As I wrote in a previous post, “If your data is a time series, choosing a random subset of the data will be both too easy (you can look at the data both before and after the dates your are trying to predict) and not representative of most business use cases (where you are using historical data to build a model for use in the future).” One key to successfully using deep learning with time series data is to split the date into multiple categorical variables (year, month, week, day of week, day of month, and Booleans for whether it’s the start/end of a month/quarter/year). The fastai library has implemented a method to handle this for you, as described below. Modules to Know in the Fastai Library We will be releasing more documentation for the fastai library in coming months, but it is already available on pip and on github, and it is used in the Practical Deep Learning for Coders course. The fastai library is built on top of Pytorch and encodes best practices and helpful high-level abstractions for using neural networks. The fastai library achieves state-of-the-art results and was recently used to win the Stanford DAWNBench competition (fastest CIFAR10 training). fastai.column_data.ColumnarModelData takes a Pandas DataFrame as input and creates a type of ModelData object (an object which contains data loaders for the training, validation, and test sets, and which is the fundamental way of keeping track of your data while training models). The fastai.structured module of the fastai library is built on top of Pandas, and includes methods to transform DataFrames in a number of ways, improving the performance of machine learning models by pre-processing the data appropriately and creating the right types of variables. For instance, fastai.structured.add_datepart converts dates (e.g. 2000-03-11) into a number of variables (year, month, week, day of week, day of month, and booleans for whether it’s the start/end of a month/quarter/year.) Other useful methods in the module allow you to: |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-:17_85-1] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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