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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-Story_of_Mojang_116-0] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#Controllers] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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[SOURCE: https://www.fast.ai/posts/2016-12-19-favorite-posts.html] | [TOKENS: 420]
So you are interested in deep learning Rachel Thomas December 19, 2016 On this page This was inspired by a bright high school student that emailed me for advice about his interest in deep learning. Q: Hello Dr. Thomas! I’ve been trying to find good resources for deep learning, but the field does seem rather cryptic and a bit technically prohibitive for me at this point. If you wouldn’t mind, I had a couple of questions I’d love to ask you about learning deep learning: A: Your assessment that most deep learning resources are either too brief or too mathematical is spot-on! My partner Jeremy Howard and I feel the same way, and we are working to create more practical resources. We will soon be producing a MOOC based on the in-person course we taught this autumn in collaboration with the Data Institute at USF. Until then, here are my recommendations: In my opinion, the best existing resource is the Stanford CNN course. I recommend working through all the assignments. Below are some of my favorite tutorials, blog posts, and videos for those getting started with Deep Learning: Convolutions Gradient Descent RNNs Embeddings As for your question about whether to front-load mathematical rigor, I think it’s good to focus on practical coding, since that way you can experiment and develop a good intuition and understanding of what you’re doing. Math is best learned on an as-needed basis - if you can’t understand something you’re trying to learn because math concepts are popping up you’re not familiar with, jump over to Khan Academy or to the absolutely beautiful 3 Blue 1 Brown Essence of Linear Algebra videos (great for visual thinkers) and get to work! Jeremy’s RNN tutorial above is nice example of a code-oriented approach to deep learning, although I know this can be hard given the existing resources. It’s great that you’re doing Kaggle competitions. That is a fantastic way to learn–and to see if you understand the theory that you’re reading about. I’d have to know more about what you’re trying to know what to suggest next.
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Special:CiteThisPage&page=Orion_%28constellation%29&id=1339413162&wpFormIdentifier=titleform] | [TOKENS: 603]
Contents Cite This Page IMPORTANT NOTE: Most educators and professionals do not consider it appropriate to use tertiary sources such as encyclopedias as a sole source for any information—citing an encyclopedia as an important reference in footnotes or bibliographies may result in censure or a failing grade. Wikipedia articles should be used for background information, as a reference for correct terminology and search terms, and as a starting point for further research. As with any community-built reference, there is a possibility for error in Wikipedia's content—please check your facts against multiple sources and read our disclaimers for more information. Bibliographic details for "Orion (constellation)" Please remember to check your manual of style, standards guide or instructor's guidelines for the exact syntax to suit your needs. For more detailed advice, see Citing Wikipedia. Citation styles for "Orion (constellation)" Wikipedia contributors. (2026, February 20). Orion (constellation). In Wikipedia, The Free Encyclopedia. Retrieved 10:10, February 21, 2026, from https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162 Wikipedia contributors. "Orion (constellation)." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 20 Feb. 2026. Web. 21 Feb. 2026. Wikipedia contributors, 'Orion (constellation)', Wikipedia, The Free Encyclopedia, 20 February 2026, 11:27 UTC, <https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162> [accessed 21 February 2026] Wikipedia contributors, "Orion (constellation)," Wikipedia, The Free Encyclopedia, https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162 (accessed February 21, 2026). Wikipedia contributors. Orion (constellation) [Internet]. Wikipedia, The Free Encyclopedia; 2026 Feb 20, 11:27 UTC [cited 2026 Feb 21]. Available from: https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162. Orion (constellation), https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162 (last visited Feb. 21, 2026). Wikipedia contributors. Orion (constellation). Wikipedia, The Free Encyclopedia. February 20, 2026, 11:27 UTC. Available at: https://en.wikipedia.org/w/index.php?title=Orion_(constellation)&oldid=1339413162. Accessed February 21, 2026. When using the LaTeX package url (\usepackage{url} somewhere in the preamble), which tends to give much more nicely formatted web addresses, the following may be preferred:
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[SOURCE: https://en.wikipedia.org/wiki/Grey_alien#External_links] | [TOKENS: 2835]
Contents Grey alien Grey aliens, also referred to as Zeta Reticulans, Roswell Greys, or simply, Greys,[a] are purported extraterrestrial beings. They are frequently featured in claims of close encounter and alien abduction. Greys are typically described as having small, humanoid bodies, smooth, grey skin, disproportionately large, hairless heads, and large, black, almond-shaped eyes. The 1961 Barney and Betty Hill abduction claim was key to the popularization of Grey aliens. Precursor figures have been described in science fiction and similar descriptions appeared in later accounts of the 1947 Roswell UFO incident and early accounts of the 1948 Aztec UFO hoax. The Grey alien is cited an archetypal image of an intelligent non-human creature and extraterrestrial life in general, as well as an iconic trope of popular culture in the age of space exploration. Description Greys are typically depicted as grey-skinned, diminutive humanoid beings that possess reduced forms of, or completely lack, external human body parts such as noses, ears, or sex organs. Their bodies are usually depicted as being elongated, having a small chest, and lacking in muscular definition and visible skeletal structure. Their legs are depicted as being shorter and jointed differently from humans with limbs proportionally different from a human. Greys are depicted as having unusually large heads in proportion to their bodies, and as having no hair, no noticeable outer ears or noses, and small orifices for ears, nostrils, and mouths. In drawings, Greys are almost always shown with very large, opaque, black eyes, without eye whites. They are frequently described as shorter than average adult humans. The association between Grey aliens and Zeta Reticuli originated with the interpretation of a map drawn by Betty Hill by a school-teacher named Marjorie Fish sometime in 1969. Betty Hill, under hypnosis, had claimed to have been shown a map that displayed the aliens' home system and nearby stars. Upon learning of this, Fish attempted to create a model from a drawing produced by Hill, eventually determining that the stars marked as the aliens' home were Zeta Reticuli, a binary star system. History In literature, descriptions of beings similar to Grey aliens predate claims of supposed encounters with them. In 1893, H. G. Wells presented a description of humanity's future appearance in the article "The Man of the Year Million", describing humans as having no mouths, noses, or hair, and with large heads. In 1895, Wells also depicted the Eloi, a successor species to humanity, in similar terms in the novel The Time Machine. Both share many characteristics with future perceptions of Greys. As early as 1917, the occultist Aleister Crowley described a meeting with a "preternatural entity" named Lam that was similar in appearance to a modern Grey. Crowley claimed to have contacted Lam through a process called the "Amalantrah Workings," which he believed allowed humans to contact beings from outer space and across dimensions. Other occultists and ufologists, many of whom have retroactively linked Lam to later Grey encounters, have since described their own visitations from him, with one describing the being as a "cold, computer-like intelligence," and utterly beyond human comprehension. ...the creatures did not resemble any race of humans. They were short, shorter than the average Japanese, and their heads were big and bald, with strong, square foreheads, and very small noses and mouths, and weak chins. What was most extraordinary about them were the eyes—large, dark, gleaming, with a sharp gaze. They wore clothes made of soft grey fabric, and their limbs seemed to be similar to those of humans. In 1933, the Swedish novelist Gustav Sandgren, using the pen name Gabriel Linde, published a science fiction novel called Den okända faran (The Unknown Danger), in which he describes a race of extraterrestrials who wore clothes made of soft grey fabric and were short, with big bald heads, and large, dark, gleaming eyes. The novel, aimed at young readers, included illustrations of the imagined aliens. This description would become the template upon which the popular image of grey aliens is based. The conception remained a niche one until 1965, when newspaper reports of the Betty and Barney Hill abduction made the archetype famous. The alleged abductees, Betty and Barney Hill, claimed that in 1961, humanoid alien beings with greyish skin had abducted them and taken them to a flying saucer. In his 1990 article "Entirely Unpredisposed", Martin Kottmeyer suggested that Barney's memories revealed under hypnosis might have been influenced by an episode of the science-fiction television show The Outer Limits titled "The Bellero Shield", which was broadcast 12 days before Barney's first hypnotic session. The episode featured an extraterrestrial with large eyes, who says, "In all the universes, in all the unities beyond the universes, all who have eyes have eyes that speak." The report from the regression featured a scenario that was in some respects similar to the television show. In part, Kottmeyer wrote: Wraparound eyes are an extreme rarity in science fiction films. I know of only one instance. They appeared on the alien of an episode of an old TV series The Outer Limits entitled "The Bellero Shield." A person familiar with Barney's sketch in "The Interrupted Journey" and the sketch done in collaboration with the artist David Baker will find a "frisson" of "déjà vu" creeping up his spine when seeing this episode. The resemblance is much abetted by an absence of ears, hair, and nose on both aliens. Could it be by chance? Consider this: Barney first described and drew the wraparound eyes during the hypnosis session dated 22 February 1964. "The Bellero Shield" was first broadcast on 10 February 1964. Only twelve days separate the two instances. If the identification is admitted, the commonness of wraparound eyes in the abduction literature falls to cultural forces. — Martin Kottmeyer, Entirely Unpredisposed: The Cultural Background of UFO Reports Carl Sagan echoed Kottmeyer's suspicions in his 1997 book, The Demon Haunted World: Science as a Candle in the Dark, where Invaders from Mars was cited as another potential inspiration. After the Hills' encounter, Greys would go on to become an integral part of ufology and other extraterrestrial-related folklore. This is particularly true in the case of the United States: according to journalist C. D. B. Bryan, 73% of all reported alien encounters in the United States describe Grey aliens, a significantly higher proportion than other countries.: 68 During the early 1980s, Greys were linked to the alleged crash-landing of a flying saucer in Roswell, New Mexico, in 1947. A number of publications contained statements from individuals who claimed to have seen the U.S. military handling a number of unusually proportioned, bald, child-sized beings. These individuals claimed, during and after the incident, that the beings had oversized heads and slanted eyes, but scant other distinguishable facial features. In 1987, novelist Whitley Strieber published the book Communion, which, unlike his previous works, was categorized as non-fiction, and in which he describes a number of close encounters he alleges to have experienced with Greys and other extraterrestrial beings. The book became a New York Times bestseller, and New Line Cinema released a 1989 film adaption that starred Christopher Walken as Strieber. In 1988, Christophe Dechavanne interviewed the French science-fiction writer and ufologist Jimmy Guieu on TF1's Ciel, mon mardi !. Besides mentioning Majestic 12, Guieu described the existence of what he called "the little greys", which later on became better known in French under the name: les Petits-Gris. Guieu later wrote two docudramas, using as a plot the Grey aliens / Majestic-12 conspiracy theory as described by John Lear and Milton William Cooper: the series "E.B.E." (for "Extraterrestrial Biological Entity"): E.B.E.: Alerte rouge (first part) (1990) and E.B.E.: L'entité noire d'Andamooka (second part) (1991).[citation needed] Greys have since become the subject of many conspiracy theories. Many conspiracy theorists believe that Greys represent part of a government-led disinformation or plausible deniability campaign, or that they are a product of government mind-control experiments. During the 1990s, popular culture also began to increasingly link Greys to a number of military-industrial complex and New World Order conspiracy theories. In 1995, filmmaker Ray Santilli claimed to have obtained 22 reels of 16 mm film that depicted the autopsy of a "real" Grey supposedly recovered from the site of the 1947 incident in Roswell. In 2006, though, Santilli announced that the film was not original, but was instead a "reconstruction" created after the original film was found to have degraded. He maintained that a real Grey had been found and autopsied on camera in 1947, and that the footage released to the public contained a percentage of that original footage. Analysis Greys are often involved in alien abduction claims. Among reports of alien encounters, Greys make up about 50% in Australia, 73% in the United States, 48% in continental Europe, and around 12% in the United Kingdom.: 68 These reports include two distinct groups of Greys that differ in height.: 74 Abduction claims are often described as extremely traumatic, similar to an abduction by humans or even a sexual assault in the level of trauma and distress. The emotional impact of perceived abductions can be as great as that of combat, sexual abuse, and other traumatic events. The eyes are often a focus of abduction claims, which often describe a Grey staring into the eyes of an abductee when conducting mental procedures. This staring is claimed to induce hallucinogenic states or directly provoke different emotions. Neurologist Steven Novella proposes that Grey aliens are a byproduct of the human imagination, with the Greys' most distinctive features representing everything that modern humans traditionally link with intelligence. "The aliens, however, do not just appear as humans, they appear like humans with those traits we psychologically associate with intelligence." In 2005, Frederick V. Malmstrom, writing in Skeptic magazine, Volume 11, issue 4, presents his idea that Greys are actually residual memories of early childhood development. Malmstrom reconstructs the face of a Grey through transformation of a mother's face based on our best understanding of early-childhood sensation and perception. Malmstrom's study offers another alternative to the existence of Greys, the intense instinctive response many people experience when presented an image of a Grey, and the act of regression hypnosis and recovered-memory therapy in "recovering" memories of alien abduction experiences, along with their common themes. According to biologist Jack Cohen, the typical image of a Grey, assuming that it would have evolved from a world with different environmental and ecological conditions from Earth, is too physiologically similar to a human to be credible as a representation of an alien. The interdimensional hypothesis, the cryptoterrestrial hypothesis, and the time-traveller hypothesis attempt to provide an alternative explanation to the humanoid anatomy and behavior of these alleged beings. In popular culture Depictions of Grey aliens have gone on to appear in a number of films and television shows, supplanting the previously popular little green men. As early as 1966, for example, the superhero character Ultraman was explicitly based on them, and in 1977 they were featured in Close Encounters of the Third Kind. Greys have also been worked into space opera and other interstellar settings: in Babylon 5, the Greys are referred to as the "Vree", and are depicted as being allies and trade partners of 23rd-century Earth, while in the Stargate franchise they are called the "Asgard" and depicted as ancient astronauts allied with modern-day Earth.[citation needed] South Park refers to them as "visitors". During the 1990s, plotlines wherein Greys were linked to conspiracy theories became common. A well-known example is the Fox television series The X-Files, which first aired in 1993. It combined the quest to find proof of the existence of Grey-like extraterrestrials with a number of UFO conspiracy theory subplots, to form its primary story arc. Other notable examples include the XCOM video game franchise (where they are called "Sectoids"); Dark Skies, first broadcast in 1996, which expanded upon the MJ-12 conspiracy;[citation needed] and American Dad!, which features a Grey-like alien named Roger, whose backstory draws from both the Roswell incident and Area 51 conspiracy theories. The 2011 film Paul tells the story of a Grey named Paul who attributes the Greys' frequent presence in science fiction pop culture to the US government deliberately inserting the stereotypical Grey alien image into mainstream media; this is done so that if humanity came into contact with Paul's species, no immediate shock would occur as to their appearance. Child abduction by Greys is a key plot point in the 2013 film, Dark Skies. Greys appear in Syfy's 2021 science fiction dramedy series Resident Alien. The Greys appear as the main antagonistic faction in the 2023 independent game Greyhill Incident. See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mars#Ancient_observations] | [TOKENS: 11899]
Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of".
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Contents United States The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 states and a federal capital district, Washington, D.C. The 48 contiguous states border Canada to the north and Mexico to the south, with the semi-exclave of Alaska in the northwest and the archipelago of Hawaii in the Pacific Ocean. The United States also asserts sovereignty over five major island territories and various uninhabited islands in Oceania and the Caribbean.[j] It is a megadiverse country, with the world's third-largest land area[c] and third-largest population, exceeding 341 million.[k] Paleo-Indians first migrated from North Asia to North America at least 15,000 years ago, and formed various civilizations. Spanish colonization established Spanish Florida in 1513, the first European colony in what is now the continental United States. British colonization followed with the 1607 settlement of Virginia, the first of the Thirteen Colonies. Enslavement of Africans was practiced in all colonies by 1770 and supplied most of the labor for the Southern Colonies' plantation economy. Clashes with the British Crown began as a civil protest over the illegality of taxation without representation in Parliament and the denial of other English rights. They evolved into the American Revolution, which led to the Declaration of Independence and a society based on universal rights. Victory in the 1775–1783 Revolutionary War brought international recognition of U.S. sovereignty and fueled westward expansion, further dispossessing native inhabitants. As more states were admitted, a North–South division over slavery led the Confederate States of America to declare secession and fight the Union in the 1861–1865 American Civil War. With the United States' victory and reunification, slavery was abolished nationally. By the late 19th century, the U.S. economy outpaced the French, German and British economies combined. As of 1900, the country had established itself as a great power, a status solidified after its involvement in World War I. Following Japan's attack on Pearl Harbor in 1941, the U.S. entered World War II. Its aftermath left the U.S. and the Soviet Union as rival superpowers, competing for ideological dominance and international influence during the Cold War. The Soviet Union's collapse in 1991 ended the Cold War, leaving the U.S. as the world's sole superpower. The U.S. federal government is a representative democracy with a president and a constitution that grants separation of powers under three branches: legislative, executive, and judicial. The United States Congress is a bicameral national legislature composed of the House of Representatives (a lower house based on population) and the Senate (an upper house based on equal representation for each state). Federalism grants substantial autonomy to the 50 states. In addition, 574 Native American tribes have sovereignty rights, and there are 326 Native American reservations. Since the 1850s, the Democratic and Republican parties have dominated American politics. American ideals and values are based on a democratic tradition inspired by the American Enlightenment movement. A developed country, the U.S. ranks high in economic competitiveness, innovation, and higher education. Accounting for over a quarter of nominal global GDP, its economy has been the world's largest since about 1890. It is the wealthiest country, with the highest disposable household income per capita among OECD members, though its wealth inequality is highly pronounced. Shaped by centuries of immigration, the culture of the U.S. is diverse and globally influential. Making up more than a third of global military spending, the country has one of the strongest armed forces and is a designated nuclear state. A member of numerous international organizations, the U.S. plays a major role in global political, cultural, economic, and military affairs. Etymology Documented use of the phrase "United States of America" dates back to January 2, 1776. On that day, Stephen Moylan, a Continental Army aide to General George Washington, wrote a letter to Joseph Reed, Washington's aide-de-camp, seeking to go "with full and ample powers from the United States of America to Spain" to seek assistance in the Revolutionary War effort. The first known public usage is an anonymous essay published in the Williamsburg newspaper The Virginia Gazette on April 6, 1776. Sometime on or after June 11, 1776, Thomas Jefferson wrote "United States of America" in a rough draft of the Declaration of Independence, which was adopted by the Second Continental Congress on July 4, 1776. The term "United States" and its initialism "U.S.", used as nouns or as adjectives in English, are common short names for the country. The initialism "USA", a noun, is also common. "United States" and "U.S." are the established terms throughout the U.S. federal government, with prescribed rules.[l] "The States" is an established colloquial shortening of the name, used particularly from abroad; "stateside" is the corresponding adjective or adverb. "America" is the feminine form of the first word of Americus Vesputius, the Latinized name of Italian explorer Amerigo Vespucci (1454–1512);[m] it was first used as a place name by the German cartographers Martin Waldseemüller and Matthias Ringmann in 1507.[n] Vespucci first proposed that the West Indies discovered by Christopher Columbus in 1492 were part of a previously unknown landmass and not among the Indies at the eastern limit of Asia. In English, the term "America" usually does not refer to topics unrelated to the United States, despite the usage of "the Americas" to describe the totality of the continents of North and South America. History The first inhabitants of North America migrated from Siberia approximately 15,000 years ago, either across the Bering land bridge or along the now-submerged Ice Age coastline. Small isolated groups of hunter-gatherers are said to have migrated alongside herds of large herbivores far into Alaska, with ice-free corridors developing along the Pacific coast and valleys of North America in c. 16,500 – c. 13,500 BCE (c. 18,500 – c. 15,500 BP). The Clovis culture, which appeared around 11,000 BCE, is believed to be the first widespread culture in the Americas. Over time, Indigenous North American cultures grew increasingly sophisticated, and some, such as the Mississippian culture, developed agriculture, architecture, and complex societies. In the post-archaic period, the Mississippian cultures were located in the midwestern, eastern, and southern regions, and the Algonquian in the Great Lakes region and along the Eastern Seaboard, while the Hohokam culture and Ancestral Puebloans inhabited the Southwest. Native population estimates of what is now the United States before the arrival of European colonizers range from around 500,000 to nearly 10 million. Christopher Columbus began exploring the Caribbean for Spain in 1492, leading to Spanish-speaking settlements and missions from what are now Puerto Rico and Florida to New Mexico and California. The first Spanish colony in the present-day continental United States was Spanish Florida, chartered in 1513. After several settlements failed there due to starvation and disease, Spain's first permanent town, Saint Augustine, was founded in 1565. France established its own settlements in French Florida in 1562, but they were either abandoned (Charlesfort, 1578) or destroyed by Spanish raids (Fort Caroline, 1565). Permanent French settlements were founded much later along the Great Lakes (Fort Detroit, 1701), the Mississippi River (Saint Louis, 1764) and especially the Gulf of Mexico (New Orleans, 1718). Early European colonies also included the thriving Dutch colony of New Nederland (settled 1626, present-day New York) and the small Swedish colony of New Sweden (settled 1638 in what became Delaware). British colonization of the East Coast began with the Virginia Colony (1607) and the Plymouth Colony (Massachusetts, 1620). The Mayflower Compact in Massachusetts and the Fundamental Orders of Connecticut established precedents for local representative self-governance and constitutionalism that would develop throughout the American colonies. While European settlers in what is now the United States experienced conflicts with Native Americans, they also engaged in trade, exchanging European tools for food and animal pelts.[o] Relations ranged from close cooperation to warfare and massacres. The colonial authorities often pursued policies that forced Native Americans to adopt European lifestyles, including conversion to Christianity. Along the eastern seaboard, settlers trafficked Africans through the Atlantic slave trade, largely to provide manual labor on plantations. The original Thirteen Colonies[p] that would later found the United States were administered as possessions of the British Empire by Crown-appointed governors, though local governments held elections open to most white male property owners. The colonial population grew rapidly from Maine to Georgia, eclipsing Native American populations; by the 1770s, the natural increase of the population was such that only a small minority of Americans had been born overseas. The colonies' distance from Britain facilitated the entrenchment of self-governance, and the First Great Awakening, a series of Christian revivals, fueled colonial interest in guaranteed religious liberty. Following its victory in the French and Indian War, Britain began to assert greater control over local affairs in the Thirteen Colonies, resulting in growing political resistance. One of the primary grievances of the colonists was the denial of their rights as Englishmen, particularly the right to representation in the British government that taxed them. To demonstrate their dissatisfaction and resolve, the First Continental Congress met in 1774 and passed the Continental Association, a colonial boycott of British goods enforced by local "committees of safety" that proved effective. The British attempt to then disarm the colonists resulted in the 1775 Battles of Lexington and Concord, igniting the American Revolutionary War. At the Second Continental Congress, the colonies appointed George Washington commander-in-chief of the Continental Army, and created a committee that named Thomas Jefferson to draft the Declaration of Independence. Two days after the Second Continental Congress passed the Lee Resolution to create an independent, sovereign nation, the Declaration was adopted on July 4, 1776. The political values of the American Revolution evolved from an armed rebellion demanding reform within an empire to a revolution that created a new social and governing system founded on the defense of liberty and the protection of inalienable natural rights; sovereignty of the people; republicanism over monarchy, aristocracy, and other hereditary political power; civic virtue; and an intolerance of political corruption. The Founding Fathers of the United States, who included Washington, Jefferson, John Adams, Benjamin Franklin, Alexander Hamilton, John Jay, James Madison, Thomas Paine, and many others, were inspired by Classical, Renaissance, and Enlightenment philosophies and ideas. Though in practical effect since its drafting in 1777, the Articles of Confederation was ratified in 1781 and formally established a decentralized government that operated until 1789. After the British surrender at the siege of Yorktown in 1781, American sovereignty was internationally recognized by the Treaty of Paris (1783), through which the U.S. gained territory stretching west to the Mississippi River, north to present-day Canada, and south to Spanish Florida. The Northwest Ordinance (1787) established the precedent by which the country's territory would expand with the admission of new states, rather than the expansion of existing states. The U.S. Constitution was drafted at the 1787 Constitutional Convention to overcome the limitations of the Articles. It went into effect in 1789, creating a federal republic governed by three separate branches that together formed a system of checks and balances. George Washington was elected the country's first president under the Constitution, and the Bill of Rights was adopted in 1791 to allay skeptics' concerns about the power of the more centralized government. His resignation as commander-in-chief after the Revolutionary War and his later refusal to run for a third term as the country's first president established a precedent for the supremacy of civil authority in the United States and the peaceful transfer of power. In the late 18th century, American settlers began to expand westward in larger numbers, many with a sense of manifest destiny. The Louisiana Purchase of 1803 from France nearly doubled the territory of the United States. Lingering issues with Britain remained, leading to the War of 1812, which was fought to a draw. Spain ceded Florida and its Gulf Coast territory in 1819. The Missouri Compromise of 1820, which admitted Missouri as a slave state and Maine as a free state, attempted to balance the desire of northern states to prevent the expansion of slavery into new territories with that of southern states to extend it there. Primarily, the compromise prohibited slavery in all other lands of the Louisiana Purchase north of the 36°30′ parallel. As Americans expanded further into territory inhabited by Native Americans, the federal government implemented policies of Indian removal or assimilation. The most significant such legislation was the Indian Removal Act of 1830, a key policy of President Andrew Jackson. It resulted in the Trail of Tears (1830–1850), in which an estimated 60,000 Native Americans living east of the Mississippi River were forcibly removed and displaced to lands far to the west, causing 13,200 to 16,700 deaths along the forced march. Settler expansion as well as this influx of Indigenous peoples from the East resulted in the American Indian Wars west of the Mississippi. During the colonial period, slavery became legal in all the Thirteen colonies, but by 1770 it provided the main labor force in the large-scale, agriculture-dependent economies of the Southern Colonies from Maryland to Georgia. The practice began to be significantly questioned during the American Revolution, and spurred by an active abolitionist movement that had reemerged in the 1830s, states in the North enacted laws to prohibit slavery within their boundaries. At the same time, support for slavery had strengthened in Southern states, with widespread use of inventions such as the cotton gin (1793) having made slavery immensely profitable for Southern elites. The United States annexed the Republic of Texas in 1845, and the 1846 Oregon Treaty led to U.S. control of the present-day American Northwest. Dispute with Mexico over Texas led to the Mexican–American War (1846–1848). After the victory of the U.S., Mexico recognized U.S. sovereignty over Texas, New Mexico, and California in the 1848 Mexican Cession; the cession's lands also included the future states of Nevada, Colorado and Utah. The California gold rush of 1848–1849 spurred a huge migration of white settlers to the Pacific coast, leading to even more confrontations with Native populations. One of the most violent, the California genocide of thousands of Native inhabitants, lasted into the mid-1870s. Additional western territories and states were created. Throughout the 1850s, the sectional conflict regarding slavery was further inflamed by national legislation in the U.S. Congress and decisions of the Supreme Court. In Congress, the Fugitive Slave Act of 1850 mandated the forcible return to their owners in the South of slaves taking refuge in non-slave states, while the Kansas–Nebraska Act of 1854 effectively gutted the anti-slavery requirements of the Missouri Compromise. In its Dred Scott decision of 1857, the Supreme Court ruled against a slave brought into non-slave territory, simultaneously declaring the entire Missouri Compromise to be unconstitutional. These and other events exacerbated tensions between North and South that would culminate in the American Civil War (1861–1865). Beginning with South Carolina, 11 slave-state governments voted to secede from the United States in 1861, joining to create the Confederate States of America. All other state governments remained loyal to the Union.[q] War broke out in April 1861 after the Confederacy bombarded Fort Sumter. Following the Emancipation Proclamation on January 1, 1863, many freed slaves joined the Union army. The war began to turn in the Union's favor following the 1863 Siege of Vicksburg and Battle of Gettysburg, and the Confederates surrendered in 1865 after the Union's victory in the Battle of Appomattox Court House. Efforts toward reconstruction in the secessionist South had begun as early as 1862, but it was only after President Lincoln's assassination that the three Reconstruction Amendments to the Constitution were ratified to protect civil rights. The amendments codified nationally the abolition of slavery and involuntary servitude except as punishment for crimes, promised equal protection under the law for all persons, and prohibited discrimination on the basis of race or previous enslavement. As a result, African Americans took an active political role in ex-Confederate states in the decade following the Civil War. The former Confederate states were readmitted to the Union, beginning with Tennessee in 1866 and ending with Georgia in 1870. National infrastructure, including transcontinental telegraph and railroads, spurred growth in the American frontier. This was accelerated by the Homestead Acts, through which nearly 10 percent of the total land area of the United States was given away free to some 1.6 million homesteaders. From 1865 through 1917, an unprecedented stream of immigrants arrived in the United States, including 24.4 million from Europe. Most came through the Port of New York, as New York City and other large cities on the East Coast became home to large Jewish, Irish, and Italian populations. Many Northern Europeans as well as significant numbers of Germans and other Central Europeans moved to the Midwest. At the same time, about one million French Canadians migrated from Quebec to New England. During the Great Migration, millions of African Americans left the rural South for urban areas in the North. Alaska was purchased from Russia in 1867. The Compromise of 1877 is generally considered the end of the Reconstruction era, as it resolved the electoral crisis following the 1876 presidential election and led President Rutherford B. Hayes to reduce the role of federal troops in the South. Immediately, the Redeemers began evicting the Carpetbaggers and quickly regained local control of Southern politics in the name of white supremacy. African Americans endured a period of heightened, overt racism following Reconstruction, a time often considered the nadir of American race relations. A series of Supreme Court decisions, including Plessy v. Ferguson, emptied the Fourteenth and Fifteenth Amendments of their force, allowing Jim Crow laws in the South to remain unchecked, sundown towns in the Midwest, and segregation in communities across the country, which would be reinforced in part by the policy of redlining later adopted by the federal Home Owners' Loan Corporation. An explosion of technological advancement, accompanied by the exploitation of cheap immigrant labor, led to rapid economic expansion during the Gilded Age of the late 19th century. It continued into the early 20th, when the United States already outpaced the economies of Britain, France, and Germany combined. This fostered the amassing of power by a few prominent industrialists, largely by their formation of trusts and monopolies to prevent competition. Tycoons led the nation's expansion in the railroad, petroleum, and steel industries. The United States emerged as a pioneer of the automotive industry. These changes resulted in significant increases in economic inequality, slum conditions, and social unrest, creating the environment for labor unions and socialist movements to begin to flourish. This period eventually ended with the advent of the Progressive Era, which was characterized by significant economic and social reforms. Pro-American elements in Hawaii overthrew the Hawaiian monarchy; the islands were annexed in 1898. That same year, Puerto Rico, the Philippines, and Guam were ceded to the U.S. by Spain after the latter's defeat in the Spanish–American War. (The Philippines was granted full independence from the U.S. on July 4, 1946, following World War II. Puerto Rico and Guam have remained U.S. territories.) American Samoa was acquired by the United States in 1900 after the Second Samoan Civil War. The U.S. Virgin Islands were purchased from Denmark in 1917. The United States entered World War I alongside the Allies in 1917 helping to turn the tide against the Central Powers. In 1920, a constitutional amendment granted nationwide women's suffrage. During the 1920s and 1930s, radio for mass communication and early television transformed communications nationwide. The Wall Street Crash of 1929 triggered the Great Depression, to which President Franklin D. Roosevelt responded with the New Deal plan of "reform, recovery and relief", a series of unprecedented and sweeping recovery programs and employment relief projects combined with financial reforms and regulations. Initially neutral during World War II, the U.S. began supplying war materiel to the Allies of World War II in March 1941 and entered the war in December after Japan's attack on Pearl Harbor. Agreeing to a "Europe first" policy, the U.S. concentrated its wartime efforts on Japan's allies Italy and Germany until their final defeat in May 1945. The U.S. developed the first nuclear weapons and used them against the Japanese cities of Hiroshima and Nagasaki in August 1945, ending the war. The United States was one of the "Four Policemen" who met to plan the post-war world, alongside the United Kingdom, the Soviet Union, and China. The U.S. emerged relatively unscathed from the war, with even greater economic power and international political influence. The end of World War II in 1945 left the U.S. and the Soviet Union as superpowers, each with its own political, military, and economic sphere of influence. Geopolitical tensions between the two superpowers soon led to the Cold War. The U.S. implemented a policy of containment intended to limit the Soviet Union's sphere of influence; engaged in regime change against governments perceived to be aligned with the Soviets; and prevailed in the Space Race, which culminated with the first crewed Moon landing in 1969. Domestically, the U.S. experienced economic growth, urbanization, and population growth following World War II. The civil rights movement emerged, with Martin Luther King Jr. becoming a prominent leader in the early 1960s. The Great Society plan of President Lyndon B. Johnson's administration resulted in groundbreaking and broad-reaching laws, policies and a constitutional amendment to counteract some of the worst effects of lingering institutional racism. The counterculture movement in the U.S. brought significant social changes, including the liberalization of attitudes toward recreational drug use and sexuality. It also encouraged open defiance of the military draft (leading to the end of conscription in 1973) and wide opposition to U.S. intervention in Vietnam, with the U.S. totally withdrawing in 1975. A societal shift in the roles of women was significantly responsible for the large increase in female paid labor participation starting in the 1970s, and by 1985 the majority of American women aged 16 and older were employed. The Fall of Communism and the dissolution of the Soviet Union from 1989 to 1991 marked the end of the Cold War and left the United States as the world's sole superpower. This cemented the United States' global influence, reinforcing the concept of the "American Century" as the U.S. dominated international political, cultural, economic, and military affairs. The 1990s saw the longest recorded economic expansion in American history, a dramatic decline in U.S. crime rates, and advances in technology. Throughout this decade, technological innovations such as the World Wide Web, the evolution of the Pentium microprocessor in accordance with Moore's law, rechargeable lithium-ion batteries, the first gene therapy trial, and cloning either emerged in the U.S. or were improved upon there. The Human Genome Project was formally launched in 1990, while Nasdaq became the first stock market in the United States to trade online in 1998. In the Gulf War of 1991, an American-led international coalition of states expelled an Iraqi invasion force that had occupied neighboring Kuwait. The September 11 attacks on the United States in 2001 by the pan-Islamist militant organization al-Qaeda led to the war on terror and subsequent military interventions in Afghanistan and in Iraq. The U.S. housing bubble culminated in 2007 with the Great Recession, the largest economic contraction since the Great Depression. In the 2010s and early 2020s, the United States has experienced increased political polarization and democratic backsliding. The country's polarization was violently reflected in the January 2021 Capitol attack, when a mob of insurrectionists entered the U.S. Capitol and sought to prevent the peaceful transfer of power in an attempted self-coup d'état. Geography The United States is the world's third-largest country by total area behind Russia and Canada.[c] The 48 contiguous states and the District of Columbia have a combined area of 3,119,885 square miles (8,080,470 km2). In 2021, the United States had 8% of the Earth's permanent meadows and pastures and 10% of its cropland. Starting in the east, the coastal plain of the Atlantic seaboard gives way to inland forests and rolling hills in the Piedmont plateau region. The Appalachian Mountains and the Adirondack Massif separate the East Coast from the Great Lakes and the grasslands of the Midwest. The Mississippi River System, the world's fourth-longest river system, runs predominantly north–south through the center of the country. The flat and fertile prairie of the Great Plains stretches to the west, interrupted by a highland region in the southeast. The Rocky Mountains, west of the Great Plains, extend north to south across the country, peaking at over 14,000 feet (4,300 m) in Colorado. The supervolcano underlying Yellowstone National Park in the Rocky Mountains, the Yellowstone Caldera, is the continent's largest volcanic feature. Farther west are the rocky Great Basin and the Chihuahuan, Sonoran, and Mojave deserts. In the northwest corner of Arizona, carved by the Colorado River, is the Grand Canyon, a steep-sided canyon and popular tourist destination known for its overwhelming visual size and intricate, colorful landscape. The Cascade and Sierra Nevada mountain ranges run close to the Pacific coast. The lowest and highest points in the contiguous United States are in the State of California, about 84 miles (135 km) apart. At an elevation of 20,310 feet (6,190.5 m), Alaska's Denali (also called Mount McKinley) is the highest peak in the country and on the continent. Active volcanoes in the U.S. are common throughout Alaska's Alexander and Aleutian Islands. Located entirely outside North America, the archipelago of Hawaii consists of volcanic islands, physiographically and ethnologically part of the Polynesian subregion of Oceania. In addition to its total land area, the United States has one of the world's largest marine exclusive economic zones spanning approximately 4.5 million square miles (11.7 million km2) of ocean. With its large size and geographic variety, the United States includes most climate types. East of the 100th meridian, the climate ranges from humid continental in the north to humid subtropical in the south. The western Great Plains are semi-arid. Many mountainous areas of the American West have an alpine climate. The climate is arid in the Southwest, Mediterranean in coastal California, and oceanic in coastal Oregon, Washington, and southern Alaska. Most of Alaska is subarctic or polar. Hawaii, the southern tip of Florida and U.S. territories in the Caribbean and Pacific are tropical. The United States receives more high-impact extreme weather incidents than any other country. States bordering the Gulf of Mexico are prone to hurricanes, and most of the world's tornadoes occur in the country, mainly in Tornado Alley. Due to climate change in the country, extreme weather has become more frequent in the U.S. in the 21st century, with three times the number of reported heat waves compared to the 1960s. Since the 1990s, droughts in the American Southwest have become more persistent and more severe. The regions considered as the most attractive to the population are the most vulnerable. The U.S. is one of 17 megadiverse countries containing large numbers of endemic species: about 17,000 species of vascular plants occur in the contiguous United States and Alaska, and over 1,800 species of flowering plants are found in Hawaii, few of which occur on the mainland. The United States is home to 428 mammal species, 784 birds, 311 reptiles, 295 amphibians, and around 91,000 insect species. There are 63 national parks, and hundreds of other federally managed monuments, forests, and wilderness areas, administered by the National Park Service and other agencies. About 28% of the country's land is publicly owned and federally managed, primarily in the Western States. Most of this land is protected, though some is leased for commercial use, and less than one percent is used for military purposes. Environmental issues in the United States include debates on non-renewable resources and nuclear energy, air and water pollution, biodiversity, logging and deforestation, and climate change. The U.S. Environmental Protection Agency (EPA) is the federal agency charged with addressing most environmental-related issues. The idea of wilderness has shaped the management of public lands since 1964, with the Wilderness Act. The Endangered Species Act of 1973 provides a way to protect threatened and endangered species and their habitats. The United States Fish and Wildlife Service implements and enforces the Act. In 2024, the U.S. ranked 35th among 180 countries in the Environmental Performance Index. Government and politics The United States is a federal republic of 50 states and a federal capital district, Washington, D.C. The U.S. asserts sovereignty over five unincorporated territories and several uninhabited island possessions. It is the world's oldest surviving federation, and its presidential system of federal government has been adopted, in whole or in part, by many newly independent states worldwide following their decolonization. The Constitution of the United States serves as the country's supreme legal document. Most scholars describe the United States as a liberal democracy.[r] Composed of three branches, all headquartered in Washington, D.C., the federal government is the national government of the United States. The U.S. Constitution establishes a separation of powers intended to provide a system of checks and balances to prevent any of the three branches from becoming supreme. The three-branch system is known as the presidential system, in contrast to the parliamentary system where the executive is part of the legislative body. Many countries around the world adopted this aspect of the 1789 Constitution of the United States, especially in the postcolonial Americas. In the U.S. federal system, sovereign powers are shared between three levels of government specified in the Constitution: the federal government, the states, and Indian tribes. The U.S. also asserts sovereignty over five permanently inhabited territories: American Samoa, Guam, the Northern Mariana Islands, Puerto Rico, and the U.S. Virgin Islands. Residents of the 50 states are governed by their elected state government, under state constitutions compatible with the national constitution, and by elected local governments that are administrative divisions of a state. States are subdivided into counties or county equivalents, and (except for Hawaii) further divided into municipalities, each administered by elected representatives. The District of Columbia is a federal district containing the U.S. capital, Washington, D.C. The federal district is an administrative division of the federal government. Indian country is made up of 574 federally recognized tribes and 326 Indian reservations. They hold a government-to-government relationship with the U.S. federal government in Washington and are legally defined as domestic dependent nations with inherent tribal sovereignty rights. In addition to the five major territories, the U.S. also asserts sovereignty over the United States Minor Outlying Islands in the Pacific Ocean and the Caribbean. The seven undisputed islands without permanent populations are Baker Island, Howland Island, Jarvis Island, Johnston Atoll, Kingman Reef, Midway Atoll, and Palmyra Atoll. U.S. sovereignty over the unpopulated Bajo Nuevo Bank, Navassa Island, Serranilla Bank, and Wake Island is disputed. The Constitution is silent on political parties. However, they developed independently in the 18th century with the Federalist and Anti-Federalist parties. Since then, the United States has operated as a de facto two-party system, though the parties have changed over time. Since the mid-19th century, the two main national parties have been the Democratic Party and the Republican Party. The former is perceived as relatively liberal in its political platform while the latter is perceived as relatively conservative in its platform. The United States has an established structure of foreign relations, with the world's second-largest diplomatic corps as of 2024[update]. It is a permanent member of the United Nations Security Council and home to the United Nations headquarters. The United States is a member of the G7, G20, and OECD intergovernmental organizations. Almost all countries have embassies and many have consulates (official representatives) in the country. Likewise, nearly all countries host formal diplomatic missions with the United States, except Iran, North Korea, and Bhutan. Though Taiwan does not have formal diplomatic relations with the U.S., it maintains close unofficial relations. The United States regularly supplies Taiwan with military equipment to deter potential Chinese aggression. Its geopolitical attention also turned to the Indo-Pacific when the United States joined the Quadrilateral Security Dialogue with Australia, India, and Japan. The United States has a "Special Relationship" with the United Kingdom and strong ties with Canada, Australia, New Zealand, the Philippines, Japan, South Korea, Israel, and several European Union countries such as France, Italy, Germany, Spain, and Poland. The U.S. works closely with its NATO allies on military and national security issues, and with countries in the Americas through the Organization of American States and the United States–Mexico–Canada Free Trade Agreement. The U.S. exercises full international defense authority and responsibility for Micronesia, the Marshall Islands, and Palau through the Compact of Free Association. It has increasingly conducted strategic cooperation with India, while its ties with China have steadily deteriorated. Beginning in 2014, the U.S. had become a key ally of Ukraine. After Donald Trump was elected U.S. president in 2024, he sought to negotiate an end to the Russo-Ukrainian War. He paused all military aid to Ukraine in March 2025, although the aid resumed later. Trump also ended U.S. intelligence sharing with the country, but this too was eventually restored. The president is the commander-in-chief of the United States Armed Forces and appoints its leaders, the secretary of defense and the Joint Chiefs of Staff. The Department of Defense, headquartered at the Pentagon near Washington, D.C., administers five of the six service branches, which are made up of the U.S. Army, Marine Corps, Navy, Air Force, and Space Force. The Coast Guard is administered by the Department of Homeland Security in peacetime and can be transferred to the Department of the Navy in wartime. Total strength of the entire military is about 1.3 million active duty with an additional 400,000 in reserve. The United States spent $997 billion on its military in 2024, which is by far the largest amount of any country, making up 37% of global military spending and accounting for 3.4% of the country's GDP. The U.S. possesses 42% of the world's nuclear weapons—the second-largest stockpile after that of Russia. The U.S. military is widely regarded as the most powerful and advanced in the world. The United States has the third-largest combined armed forces in the world, behind the Chinese People's Liberation Army and Indian Armed Forces. The U.S. military operates about 800 bases and facilities abroad, and maintains deployments greater than 100 active duty personnel in 25 foreign countries. The United States has engaged in over 400 military interventions since its founding in 1776, with over half of these occurring between 1950 and 2019 and 25% occurring in the post-Cold War era. State defense forces (SDFs) are military units that operate under the sole authority of a state government. SDFs are authorized by state and federal law but are under the command of the state's governor. By contrast, the 54 U.S. National Guard organizations[t] fall under the dual control of state or territorial governments and the federal government; their units can also become federalized entities, but SDFs cannot be federalized. The National Guard personnel of a state or territory can be federalized by the president under the National Defense Act Amendments of 1933; this legislation created the Guard and provides for the integration of Army National Guard and Air National Guard units and personnel into the U.S. Army and (since 1947) the U.S. Air Force. The total number of National Guard members is about 430,000, while the estimated combined strength of SDFs is less than 10,000. There are about 18,000 U.S. police agencies from local to national level in the United States. Law in the United States is mainly enforced by local police departments and sheriff departments in their municipal or county jurisdictions. The state police departments have authority in their respective state, and federal agencies such as the Federal Bureau of Investigation (FBI) and the U.S. Marshals Service have national jurisdiction and specialized duties, such as protecting civil rights, national security, enforcing U.S. federal courts' rulings and federal laws, and interstate criminal activity. State courts conduct almost all civil and criminal trials, while federal courts adjudicate the much smaller number of civil and criminal cases that relate to federal law. There is no unified "criminal justice system" in the United States. The American prison system is largely heterogenous, with thousands of relatively independent systems operating across federal, state, local, and tribal levels. In 2025, "these systems hold nearly 2 million people in 1,566 state prisons, 98 federal prisons, 3,116 local jails, 1,277 juvenile correctional facilities, 133 immigration detention facilities, and 80 Indian country jails, as well as in military prisons, civil commitment centers, state psychiatric hospitals, and prisons in the U.S. territories." Despite disparate systems of confinement, four main institutions dominate: federal prisons, state prisons, local jails, and juvenile correctional facilities. Federal prisons are run by the Federal Bureau of Prisons and hold pretrial detainees as well as people who have been convicted of federal crimes. State prisons, run by the department of corrections of each state, hold people sentenced and serving prison time (usually longer than one year) for felony offenses. Local jails are county or municipal facilities that incarcerate defendants prior to trial; they also hold those serving short sentences (typically under a year). Juvenile correctional facilities are operated by local or state governments and serve as longer-term placements for any minor adjudicated as delinquent and ordered by a judge to be confined. In January 2023, the United States had the sixth-highest per capita incarceration rate in the world—531 people per 100,000 inhabitants—and the largest prison and jail population in the world, with more than 1.9 million people incarcerated. An analysis of the World Health Organization Mortality Database from 2010 showed U.S. homicide rates "were 7 times higher than in other high-income countries, driven by a gun homicide rate that was 25 times higher". Economy The U.S. has a highly developed mixed economy that has been the world's largest nominally since about 1890. Its 2024 gross domestic product (GDP)[e] of more than $29 trillion constituted over 25% of nominal global economic output, or 15% at purchasing power parity (PPP). From 1983 to 2008, U.S. real compounded annual GDP growth was 3.3%, compared to a 2.3% weighted average for the rest of the G7. The country ranks first in the world by nominal GDP, second when adjusted for purchasing power parities (PPP), and ninth by PPP-adjusted GDP per capita. In February 2024, the total U.S. federal government debt was $34.4 trillion. Of the world's 500 largest companies by revenue, 138 were headquartered in the U.S. in 2025, the highest number of any country. The U.S. dollar is the currency most used in international transactions and the world's foremost reserve currency, backed by the country's dominant economy, its military, the petrodollar system, its large U.S. treasuries market, and its linked eurodollar. Several countries use it as their official currency, and in others it is the de facto currency. The U.S. has free trade agreements with several countries, including the USMCA. Although the United States has reached a post-industrial level of economic development and is often described as having a service economy, it remains a major industrial power; in 2024, the U.S. manufacturing sector was the world's second-largest by value output after China's. New York City is the world's principal financial center, and its metropolitan area is the world's largest metropolitan economy. The New York Stock Exchange and Nasdaq, both located in New York City, are the world's two largest stock exchanges by market capitalization and trade volume. The United States is at the forefront of technological advancement and innovation in many economic fields, especially in artificial intelligence; electronics and computers; pharmaceuticals; and medical, aerospace and military equipment. The country's economy is fueled by abundant natural resources, a well-developed infrastructure, and high productivity. The largest trading partners of the United States are the European Union, Mexico, Canada, China, Japan, South Korea, the United Kingdom, Vietnam, India, and Taiwan. The United States is the world's largest importer and second-largest exporter.[u] It is by far the world's largest exporter of services. Americans have the highest average household and employee income among OECD member states, and the fourth-highest median household income in 2023, up from sixth-highest in 2013. With personal consumption expenditures of over $18.5 trillion in 2023, the U.S. has a heavily consumer-driven economy and is the world's largest consumer market. The U.S. ranked first in the number of dollar billionaires and millionaires in 2023, with 735 billionaires and nearly 22 million millionaires. Wealth in the United States is highly concentrated; in 2011, the richest 10% of the adult population owned 72% of the country's household wealth, while the bottom 50% owned just 2%. U.S. wealth inequality increased substantially since the late 1980s, and income inequality in the U.S. reached a record high in 2019. In 2024, the country had some of the highest wealth and income inequality levels among OECD countries. Since the 1970s, there has been a decoupling of U.S. wage gains from worker productivity. In 2016, the top fifth of earners took home more than half of all income, giving the U.S. one of the widest income distributions among OECD countries. There were about 771,480 homeless persons in the U.S. in 2024. In 2022, 6.4 million children experienced food insecurity. Feeding America estimates that around one in five, or approximately 13 million, children experience hunger in the U.S. and do not know where or when they will get their next meal. Also in 2022, about 37.9 million people, or 11.5% of the U.S. population, were living in poverty. The United States has a smaller welfare state and redistributes less income through government action than most other high-income countries. It is the only advanced economy that does not guarantee its workers paid vacation nationally and one of a few countries in the world without federal paid family leave as a legal right. The United States has a higher percentage of low-income workers than almost any other developed country, largely because of a weak collective bargaining system and lack of government support for at-risk workers. The United States has been a leader in technological innovation since the late 19th century and scientific research since the mid-20th century. Methods for producing interchangeable parts and the establishment of a machine tool industry enabled the large-scale manufacturing of U.S. consumer products in the late 19th century. By the early 20th century, factory electrification, the introduction of the assembly line, and other labor-saving techniques created the system of mass production. In the 21st century, the United States continues to be one of the world's foremost scientific powers, though China has emerged as a major competitor in many fields. The U.S. has the highest research and development expenditures of any country and ranks ninth as a percentage of GDP. In 2022, the United States was (after China) the country with the second-highest number of published scientific papers. In 2021, the U.S. ranked second (also after China) by the number of patent applications, and third by trademark and industrial design applications (after China and Germany), according to World Intellectual Property Indicators. In 2025 the United States ranked third (after Switzerland and Sweden) in the Global Innovation Index. The United States is considered to be a world leader in the development of artificial intelligence technology. In 2023, the United States was ranked the second most technologically advanced country in the world (after South Korea) by Global Finance magazine. The United States has maintained a space program since the late 1950s, beginning with the establishment of the National Aeronautics and Space Administration (NASA) in 1958. NASA's Apollo program (1961–1972) achieved the first crewed Moon landing with the 1969 Apollo 11 mission; it remains one of the agency's most significant milestones. Other major endeavors by NASA include the Space Shuttle program (1981–2011), the Voyager program (1972–present), the Hubble and James Webb space telescopes (launched in 1990 and 2021, respectively), and the multi-mission Mars Exploration Program (Spirit and Opportunity, Curiosity, and Perseverance). NASA is one of five agencies collaborating on the International Space Station (ISS); U.S. contributions to the ISS include several modules, including Destiny (2001), Harmony (2007), and Tranquility (2010), as well as ongoing logistical and operational support. The United States private sector dominates the global commercial spaceflight industry. Prominent American spaceflight contractors include Blue Origin, Boeing, Lockheed Martin, Northrop Grumman, and SpaceX. NASA programs such as the Commercial Crew Program, Commercial Resupply Services, Commercial Lunar Payload Services, and NextSTEP have facilitated growing private-sector involvement in American spaceflight. In 2023, the United States received approximately 84% of its energy from fossil fuel, and its largest source of energy was petroleum (38%), followed by natural gas (36%), renewable sources (9%), coal (9%), and nuclear power (9%). In 2022, the United States constituted about 4% of the world's population, but consumed around 16% of the world's energy. The U.S. ranks as the second-highest emitter of greenhouse gases behind China. The U.S. is the world's largest producer of nuclear power, generating around 30% of the world's nuclear electricity. It also has the highest number of nuclear power reactors of any country. From 2024, the U.S. plans to triple its nuclear power capacity by 2050. The United States' 4 million miles (6.4 million kilometers) of road network, owned almost entirely by state and local governments, is the longest in the world. The extensive Interstate Highway System that connects all major U.S. cities is funded mostly by the federal government but maintained by state departments of transportation. The system is further extended by state highways and some private toll roads. The U.S. is among the top ten countries with the highest vehicle ownership per capita (850 vehicles per 1,000 people) in 2022. A 2022 study found that 76% of U.S. commuters drive alone and 14% ride a bicycle, including bike owners and users of bike-sharing networks. About 11% use some form of public transportation. Public transportation in the United States is well developed in the largest urban areas, notably New York City, Washington, D.C., Boston, Philadelphia, Chicago, and San Francisco; otherwise, coverage is generally less extensive than in most other developed countries. The U.S. also has many relatively car-dependent localities. Long-distance intercity travel is provided primarily by airlines, but travel by rail is more common along the Northeast Corridor, the only high-speed rail in the U.S. that meets international standards. Amtrak, the country's government-sponsored national passenger rail company, has a relatively sparse network compared to that of Western European countries. Service is concentrated in the Northeast, California, the Midwest, the Pacific Northwest, and Virginia/Southeast. The United States has an extensive air transportation network. U.S. civilian airlines are all privately owned. The three largest airlines in the world, by total number of passengers carried, are U.S.-based; American Airlines became the global leader after its 2013 merger with US Airways. Of the 50 busiest airports in the world, 16 are in the United States, as well as five of the top 10. The world's busiest airport by passenger volume is Hartsfield–Jackson Atlanta International in Atlanta, Georgia. In 2022, most of the 19,969 U.S. airports were owned and operated by local government authorities, and there are also some private airports. Some 5,193 are designated as "public use", including for general aviation. The Transportation Security Administration (TSA) has provided security at most major airports since 2001. The country's rail transport network, the longest in the world at 182,412.3 mi (293,564.2 km), handles mostly freight (in contrast to more passenger-centered rail in Europe). Because they are often privately owned operations, U.S. railroads lag behind those of the rest of the world in terms of electrification. The country's inland waterways are the world's fifth-longest, totaling 25,482 mi (41,009 km). They are used extensively for freight, recreation, and a small amount of passenger traffic. Of the world's 50 busiest container ports, four are located in the United States, with the busiest in the country being the Port of Los Angeles. Demographics The U.S. Census Bureau reported 331,449,281 residents on April 1, 2020,[v] making the United States the third-most-populous country in the world, after India and China. The Census Bureau's official 2025 population estimate was 341,784,857, an increase of 3.1% since the 2020 census. According to the Bureau's U.S. Population Clock, on July 1, 2024, the U.S. population had a net gain of one person every 16 seconds, or about 5400 people per day. In 2023, 51% of Americans age 15 and over were married, 6% were widowed, 10% were divorced, and 34% had never been married. In 2023, the total fertility rate for the U.S. stood at 1.6 children per woman, and, at 23%, it had the world's highest rate of children living in single-parent households in 2019. Most Americans live in the suburbs of major metropolitan areas. The United States has a diverse population; 37 ancestry groups have more than one million members. White Americans with ancestry from Europe, the Middle East, or North Africa form the largest racial and ethnic group at 57.8% of the United States population. Hispanic and Latino Americans form the second-largest group and are 18.7% of the United States population. African Americans constitute the country's third-largest ancestry group and are 12.1% of the total U.S. population. Asian Americans are the country's fourth-largest group, composing 5.9% of the United States population. The country's 3.7 million Native Americans account for about 1%, and some 574 native tribes are recognized by the federal government. In 2024, the median age of the United States population was 39.1 years. While many languages and dialects are spoken in the United States, English is by far the most commonly spoken and written. De facto, English is the official language of the United States, and in 2025, Executive Order 14224 declared English official. However, the U.S. has never had a de jure official language, as Congress has never passed a law to designate English as official for all three federal branches. Some laws, such as U.S. naturalization requirements, nonetheless standardize English. Twenty-eight states and the United States Virgin Islands have laws that designate English as the sole official language; 19 states and the District of Columbia have no official language. Three states and four U.S. territories have recognized local or indigenous languages in addition to English: Hawaii (Hawaiian), Alaska (twenty Native languages),[w] South Dakota (Sioux), American Samoa (Samoan), Puerto Rico (Spanish), Guam (Chamorro), and the Northern Mariana Islands (Carolinian and Chamorro). In total, 169 Native American languages are spoken in the United States. In Puerto Rico, Spanish is more widely spoken than English. According to the American Community Survey (2020), some 245.4 million people in the U.S. age five and older spoke only English at home. About 41.2 million spoke Spanish at home, making it the second most commonly used language. Other languages spoken at home by one million people or more include Chinese (3.40 million), Tagalog (1.71 million), Vietnamese (1.52 million), Arabic (1.39 million), French (1.18 million), Korean (1.07 million), and Russian (1.04 million). German, spoken by 1 million people at home in 2010, fell to 857,000 total speakers in 2020. America's immigrant population is by far the world's largest in absolute terms. In 2022, there were 87.7 million immigrants and U.S.-born children of immigrants in the United States, accounting for nearly 27% of the overall U.S. population. In 2017, out of the U.S. foreign-born population, some 45% (20.7 million) were naturalized citizens, 27% (12.3 million) were lawful permanent residents, 6% (2.2 million) were temporary lawful residents, and 23% (10.5 million) were unauthorized immigrants. In 2019, the top countries of origin for immigrants were Mexico (24% of immigrants), India (6%), China (5%), the Philippines (4.5%), and El Salvador (3%). In fiscal year 2022, over one million immigrants (most of whom entered through family reunification) were granted legal residence. The undocumented immigrant population in the U.S. reached a record high of 14 million in 2023. The First Amendment guarantees the free exercise of religion in the country and forbids Congress from passing laws respecting its establishment. Religious practice is widespread, among the most diverse in the world, and profoundly vibrant. The country has the world's largest Christian population, which includes the fourth-largest population of Catholics. Other notable faiths include Judaism, Buddhism, Hinduism, Islam, New Age, and Native American religions. Religious practice varies significantly by region. "Ceremonial deism" is common in American culture. The overwhelming majority of Americans believe in a higher power or spiritual force, engage in spiritual practices such as prayer, and consider themselves religious or spiritual. In the Southern United States' "Bible Belt", evangelical Protestantism plays a significant role culturally; New England and the Western United States tend to be more secular. Mormonism, a Restorationist movement founded in the U.S. in 1847, is the predominant religion in Utah and a major religion in Idaho. About 82% of Americans live in metropolitan areas, particularly in suburbs; about half of those reside in cities with populations over 50,000. In 2022, 333 incorporated municipalities had populations over 100,000, nine cities had more than one million residents, and four cities—New York City, Los Angeles, Chicago, and Houston—had populations exceeding two million. Many U.S. metropolitan populations are growing rapidly, particularly in the South and West. According to the Centers for Disease Control and Prevention (CDC), average U.S. life expectancy at birth reached 79.0 years in 2024, its highest recorded level. This was an increase of 0.6 years over 2023. The CDC attributed the improvement to a significant fall in the number of fatal drug overdoses in the country, noting that "heart disease continues to be the leading cause of death in the United States, followed by cancer and unintentional injuries." In 2024, life expectancy at birth for American men rose to 76.5 years (+0.7 years compared to 2023), while life expectancy for women was 81.4 years (+0.3 years). Starting in 1998, life expectancy in the U.S. fell behind that of other wealthy industrialized countries, and Americans' "health disadvantage" gap has been increasing ever since. The Commonwealth Fund reported in 2020 that the U.S. had the highest suicide rate among high-income countries. Approximately one-third of the U.S. adult population is obese and another third is overweight. The U.S. healthcare system far outspends that of any other country, measured both in per capita spending and as a percentage of GDP, but attains worse healthcare outcomes when compared to peer countries for reasons that are debated. The United States is the only developed country without a system of universal healthcare, and a significant proportion of the population that does not carry health insurance. Government-funded healthcare coverage for the poor (Medicaid) and for those age 65 and older (Medicare) is available to Americans who meet the programs' income or age qualifications. In 2010, then-President Obama passed the Patient Protection and Affordable Care Act.[x] Abortion in the United States is not federally protected, and is illegal or restricted in 17 states. American primary and secondary education, known in the U.S. as K–12 ("kindergarten through 12th grade"), is decentralized. School systems are operated by state, territorial, and sometimes municipal governments and regulated by the U.S. Department of Education. In general, children are required to attend school or an approved homeschool from the age of five or six (kindergarten or first grade) until they are 18 years old. This often brings students through the 12th grade, the final year of a U.S. high school, but some states and territories allow them to leave school earlier, at age 16 or 17. The U.S. spends more on education per student than any other country, an average of $18,614 per year per public elementary and secondary school student in 2020–2021. Among Americans age 25 and older, 92.2% graduated from high school, 62.7% attended some college, 37.7% earned a bachelor's degree, and 14.2% earned a graduate degree. The U.S. literacy rate is near-universal. The U.S. has produced the most Nobel Prize winners of any country, with 411 (having won 413 awards). U.S. tertiary or higher education has earned a global reputation. Many of the world's top universities, as listed by various ranking organizations, are in the United States, including 19 of the top 25. American higher education is dominated by state university systems, although the country's many private universities and colleges enroll about 20% of all American students. Local community colleges generally offer open admissions, lower tuition, and coursework leading to a two-year associate degree or a non-degree certificate. As for public expenditures on higher education, the U.S. spends more per student than the OECD average, and Americans spend more than all nations in combined public and private spending. Colleges and universities directly funded by the federal government do not charge tuition and are limited to military personnel and government employees, including: the U.S. service academies, the Naval Postgraduate School, and military staff colleges. Despite some student loan forgiveness programs in place, student loan debt increased by 102% between 2010 and 2020, and exceeded $1.7 trillion in 2022. Culture and society The United States is home to a wide variety of ethnic groups, traditions, and customs. The country has been described as having the values of individualism and personal autonomy, as well as a strong work ethic and competitiveness. Voluntary altruism towards others also plays a major role; according to a 2016 study by the Charities Aid Foundation, Americans donated 1.44% of total GDP to charity—the highest rate in the world by a large margin. Americans have traditionally been characterized by a unifying political belief in an "American Creed" emphasizing consent of the governed, liberty, equality under the law, democracy, social equality, property rights, and a preference for limited government. The U.S. has acquired significant hard and soft power through its diplomatic influence, economic power, military alliances, and cultural exports such as American movies, music, video games, sports, and food. The influence that the United States exerts on other countries through soft power is referred to as Americanization. Nearly all present Americans or their ancestors came from Europe, Africa, or Asia (the "Old World") within the past five centuries. Mainstream American culture is a Western culture largely derived from the traditions of European immigrants with influences from many other sources, such as traditions brought by slaves from Africa. More recent immigration from Asia and especially Latin America has added to a cultural mix that has been described as a homogenizing melting pot, and a heterogeneous salad bowl, with immigrants contributing to, and often assimilating into, mainstream American culture. Under the First Amendment to the Constitution, the United States is considered to have the strongest protections of free speech of any country. Flag desecration, hate speech, blasphemy, and lese majesty are all forms of protected expression. A 2016 Pew Research Center poll found that Americans were the most supportive of free expression of any polity measured. Additionally, they are the "most supportive of freedom of the press and the right to use the Internet without government censorship". The U.S. is a socially progressive country with permissive attitudes surrounding human sexuality. LGBTQ rights in the United States are among the most advanced by global standards. The American Dream, or the perception that Americans enjoy high levels of social mobility, plays a key role in attracting immigrants. Whether this perception is accurate has been a topic of debate. While mainstream culture holds that the United States is a classless society, scholars identify significant differences between the country's social classes, affecting socialization, language, and values. Americans tend to greatly value socioeconomic achievement, but being ordinary or average is promoted by some as a noble condition as well. The National Foundation on the Arts and the Humanities is an agency of the United States federal government that was established in 1965 with the purpose to "develop and promote a broadly conceived national policy of support for the humanities and the arts in the United States, and for institutions which preserve the cultural heritage of the United States." It is composed of four sub-agencies: Colonial American authors were influenced by John Locke and other Enlightenment philosophers. The American Revolutionary Period (1765–1783) is notable for the political writings of Benjamin Franklin, Alexander Hamilton, Thomas Paine, and Thomas Jefferson. Shortly before and after the Revolutionary War, the newspaper rose to prominence, filling a demand for anti-British national literature. An early novel is William Hill Brown's The Power of Sympathy, published in 1791. Writer and critic John Neal in the early- to mid-19th century helped advance America toward a unique literature and culture by criticizing predecessors such as Washington Irving for imitating their British counterparts, and by influencing writers such as Edgar Allan Poe, who took American poetry and short fiction in new directions. Ralph Waldo Emerson and Margaret Fuller pioneered the influential Transcendentalism movement; Henry David Thoreau, author of Walden, was influenced by this movement. The conflict surrounding abolitionism inspired writers, like Harriet Beecher Stowe, and authors of slave narratives, such as Frederick Douglass. Nathaniel Hawthorne's The Scarlet Letter (1850) explored the dark side of American history, as did Herman Melville's Moby-Dick (1851). Major American poets of the 19th century American Renaissance include Walt Whitman, Melville, and Emily Dickinson. Mark Twain was the first major American writer to be born in the West. Henry James achieved international recognition with novels like The Portrait of a Lady (1881). As literacy rates rose, periodicals published more stories centered around industrial workers, women, and the rural poor. Naturalism, regionalism, and realism were the major literary movements of the period. While modernism generally took on an international character, modernist authors working within the United States more often rooted their work in specific regions, peoples, and cultures. Following the Great Migration to northern cities, African-American and black West Indian authors of the Harlem Renaissance developed an independent tradition of literature that rebuked a history of inequality and celebrated black culture. An important cultural export during the Jazz Age, these writings were a key influence on Négritude, a philosophy emerging in the 1930s among francophone writers of the African diaspora. In the 1950s, an ideal of homogeneity led many authors to attempt to write the Great American Novel, while the Beat Generation rejected this conformity, using styles that elevated the impact of the spoken word over mechanics to describe drug use, sexuality, and the failings of society. Contemporary literature is more pluralistic than in previous eras, with the closest thing to a unifying feature being a trend toward self-conscious experiments with language. Twelve American laureates have won the Nobel Prize in Literature. Media in the United States is broadly uncensored, with the First Amendment providing significant protections, as reiterated in New York Times Co. v. United States. The four major broadcasters in the U.S. are the National Broadcasting Company (NBC), Columbia Broadcasting System (CBS), American Broadcasting Company (ABC), and Fox Broadcasting Company (Fox). The four major broadcast television networks are all commercial entities. The U.S. cable television system offers hundreds of channels catering to a variety of niches. In 2021, about 83% of Americans over age 12 listened to broadcast radio, while about 40% listened to podcasts. In the prior year, there were 15,460 licensed full-power radio stations in the U.S. according to the Federal Communications Commission (FCC). Much of the public radio broadcasting is supplied by National Public Radio (NPR), incorporated in February 1970 under the Public Broadcasting Act of 1967. U.S. newspapers with a global reach and reputation include The Wall Street Journal, The New York Times, The Washington Post, and USA Today. About 800 publications are produced in Spanish. With few exceptions, newspapers are privately owned, either by large chains such as Gannett or McClatchy, which own dozens or even hundreds of newspapers; by small chains that own a handful of papers; or, in an increasingly rare situation, by individuals or families. Major cities often have alternative newspapers to complement the mainstream daily papers, such as The Village Voice in New York City and LA Weekly in Los Angeles. The five most-visited websites in the world are Google, YouTube, Facebook, Instagram, and ChatGPT—all of them American-owned. Other popular platforms used include X (formerly Twitter) and Amazon. In 2025, the U.S. was the world's second-largest video game market by revenue (after China). In 2015, the U.S. video game industry consisted of 2,457 companies that employed around 220,000 jobs and generated $30.4 billion in revenue. There are 444 game publishers, developers, and hardware companies in California alone. According to the Game Developers Conference (GDC), the U.S. is the top location for video game development, with 58% of the world's game developers based there in 2025. The United States is well known for its theater. Mainstream theater in the United States derives from the old European theatrical tradition and has been heavily influenced by the British theater. By the middle of the 19th century, America had created new distinct dramatic forms in the Tom Shows, the showboat theater and the minstrel show. The central hub of the American theater scene is the Theater District in Manhattan, with its divisions of Broadway, off-Broadway, and off-off-Broadway. Many movie and television celebrities have gotten their big break working in New York productions. Outside New York City, many cities have professional regional or resident theater companies that produce their own seasons. The biggest-budget theatrical productions are musicals. U.S. theater has an active community theater culture. The Tony Awards recognizes excellence in live Broadway theater and are presented at an annual ceremony in Manhattan. The awards are given for Broadway productions and performances. One is also given for regional theater. Several discretionary non-competitive awards are given as well, including a Special Tony Award, the Tony Honors for Excellence in Theatre, and the Isabelle Stevenson Award. Folk art in colonial America grew out of artisanal craftsmanship in communities that allowed commonly trained people to individually express themselves. It was distinct from Europe's tradition of high art, which was less accessible and generally less relevant to early American settlers. Cultural movements in art and craftsmanship in colonial America generally lagged behind those of Western Europe. For example, the prevailing medieval style of woodworking and primitive sculpture became integral to early American folk art, despite the emergence of Renaissance styles in England in the late 16th and early 17th centuries. The new English styles would have been early enough to make a considerable impact on American folk art, but American styles and forms had already been firmly adopted. Not only did styles change slowly in early America, but there was a tendency for rural artisans there to continue their traditional forms longer than their urban counterparts did—and far longer than those in Western Europe. The Hudson River School was a mid-19th-century movement in the visual arts tradition of European naturalism. The 1913 Armory Show in New York City, an exhibition of European modernist art, shocked the public and transformed the U.S. art scene. American Realism and American Regionalism sought to reflect and give America new ways of looking at itself. Georgia O'Keeffe, Marsden Hartley, and others experimented with new and individualistic styles, which would become known as American modernism. Major artistic movements such as the abstract expressionism of Jackson Pollock and Willem de Kooning and the pop art of Andy Warhol and Roy Lichtenstein developed largely in the United States. Major photographers include Alfred Stieglitz, Edward Steichen, Dorothea Lange, Edward Weston, James Van Der Zee, Ansel Adams, and Gordon Parks. The tide of modernism and then postmodernism has brought global fame to American architects, including Frank Lloyd Wright, Philip Johnson, and Frank Gehry. The Metropolitan Museum of Art in Manhattan is the largest art museum in the United States and the fourth-largest in the world. American folk music encompasses numerous music genres, variously known as traditional music, traditional folk music, contemporary folk music, or roots music. Many traditional songs have been sung within the same family or folk group for generations, and sometimes trace back to such origins as the British Isles, mainland Europe, or Africa. The rhythmic and lyrical styles of African-American music in particular have influenced American music. Banjos were brought to America through the slave trade. Minstrel shows incorporating the instrument into their acts led to its increased popularity and widespread production in the 19th century. The electric guitar, first invented in the 1930s, and mass-produced by the 1940s, had an enormous influence on popular music, in particular due to the development of rock and roll. The synthesizer, turntablism, and electronic music were also largely developed in the U.S. Elements from folk idioms such as the blues and old-time music were adopted and transformed into popular genres with global audiences. Jazz grew from blues and ragtime in the early 20th century, developing from the innovations and recordings of composers such as W.C. Handy and Jelly Roll Morton. Louis Armstrong and Duke Ellington increased its popularity early in the 20th century. Country music developed in the 1920s, bluegrass and rhythm and blues in the 1940s, and rock and roll in the 1950s. In the 1960s, Bob Dylan emerged from the folk revival to become one of the country's most celebrated songwriters. The musical forms of punk and hip hop both originated in the United States in the 1970s. The United States has the world's largest music market, with a total retail value of $15.9 billion in 2022. Most of the world's major record companies are based in the U.S.; they are represented by the Recording Industry Association of America (RIAA). Mid-20th-century American pop stars, such as Frank Sinatra and Elvis Presley, became global celebrities and best-selling music artists, as have artists of the late 20th century, such as Michael Jackson, Madonna, Whitney Houston, and Mariah Carey, and of the early 21st century, such as Eminem, Britney Spears, Lady Gaga, Katy Perry, Taylor Swift and Beyoncé. The United States has the world's largest apparel market by revenue. Apart from professional business attire, American fashion is eclectic and predominantly informal. Americans' diverse cultural roots are reflected in their clothing; however, sneakers, jeans, T-shirts, and baseball caps are emblematic of American styles. New York, with its Fashion Week, is considered to be one of the "Big Four" global fashion capitals, along with Paris, Milan, and London. A study demonstrated that general proximity to Manhattan's Garment District has been synonymous with American fashion since its inception in the early 20th century. A number of well-known designer labels, among them Tommy Hilfiger, Ralph Lauren, Tom Ford and Calvin Klein, are headquartered in Manhattan. Labels cater to niche markets, such as preteens. New York Fashion Week is one of the most influential fashion shows in the world, and is held twice each year in Manhattan; the annual Met Gala, also in Manhattan, has been called the fashion world's "biggest night". The U.S. film industry has a worldwide influence and following. Hollywood, a district in central Los Angeles, the nation's second-most populous city, is also metonymous for the American filmmaking industry. The major film studios of the United States are the primary source of the most commercially successful movies selling the most tickets in the world. Largely centered in the New York City region from its beginnings in the late 19th century through the first decades of the 20th century, the U.S. film industry has since been primarily based in and around Hollywood. Nonetheless, American film companies have been subject to the forces of globalization in the 21st century, and an increasing number of films are made elsewhere. The Academy Awards, popularly known as "the Oscars", have been held annually by the Academy of Motion Picture Arts and Sciences since 1929, and the Golden Globe Awards have been held annually since January 1944. The industry peaked in what is commonly referred to as the "Golden Age of Hollywood", from the early sound period until the early 1960s, with screen actors such as John Wayne and Marilyn Monroe becoming iconic figures. In the 1970s, "New Hollywood", or the "Hollywood Renaissance", was defined by grittier films influenced by French and Italian realist pictures of the post-war period. The 21st century has been marked by the rise of American streaming platforms, which came to rival traditional cinema. Early settlers were introduced by Native Americans to foods such as turkey, sweet potatoes, corn, squash, and maple syrup. Of the most enduring and pervasive examples are variations of the native dish called succotash. Early settlers and later immigrants combined these with foods they were familiar with, such as wheat flour, beef, and milk, to create a distinctive American cuisine. New World crops, especially pumpkin, corn, potatoes, and turkey as the main course are part of a shared national menu on Thanksgiving, when many Americans prepare or purchase traditional dishes to celebrate the occasion. Characteristic American dishes such as apple pie, fried chicken, doughnuts, french fries, macaroni and cheese, ice cream, hamburgers, hot dogs, and American pizza derive from the recipes of various immigrant groups. Mexican dishes such as burritos and tacos preexisted the United States in areas later annexed from Mexico, and adaptations of Chinese cuisine as well as pasta dishes freely adapted from Italian sources are all widely consumed. American chefs have had a significant impact on society both domestically and internationally. In 1946, the Culinary Institute of America was founded by Katharine Angell and Frances Roth. This would become the United States' most prestigious culinary school, where many of the most talented American chefs would study prior to successful careers. The United States restaurant industry was projected at $899 billion in sales for 2020, and employed more than 15 million people, representing 10% of the nation's workforce directly. It is the country's second-largest private employer and the third-largest employer overall. The United States is home to over 220 Michelin star-rated restaurants, 70 of which are in New York City. Wine has been produced in what is now the United States since the 1500s, with the first widespread production beginning in what is now New Mexico in 1628. In the modern U.S., wine production is undertaken in all fifty states, with California producing 84 percent of all U.S. wine. With more than 1,100,000 acres (4,500 km2) under vine, the United States is the fourth-largest wine-producing country in the world, after Italy, Spain, and France. The classic American diner, a casual restaurant type originally intended for the working class, emerged during the 19th century from converted railroad dining cars made stationary. The diner soon evolved into purpose-built structures whose number expanded greatly in the 20th century. The American fast-food industry developed alongside the nation's car culture. American restaurants developed the drive-in format in the 1920s, which they began to replace with the drive-through format by the 1940s. American fast-food restaurant chains, such as McDonald's, Burger King, Chick-fil-A, Kentucky Fried Chicken, Dunkin' Donuts and many others, have numerous outlets around the world. The most popular spectator sports in the U.S. are American football, basketball, baseball, soccer, and ice hockey. Their premier leagues are, respectively, the National Football League, the National Basketball Association, Major League Baseball, Major League Soccer, and the National Hockey League, All these leagues enjoy wide-ranging domestic media coverage and, except for the MLS, all are considered the preeminent leagues in their respective sports in the world. While most major U.S. sports such as baseball and American football have evolved out of European practices, basketball, volleyball, skateboarding, and snowboarding are American inventions, many of which have become popular worldwide. Lacrosse and surfing arose from Native American and Native Hawaiian activities that predate European contact. The market for professional sports in the United States was approximately $69 billion in July 2013, roughly 50% larger than that of Europe, the Middle East, and Africa combined. American football is by several measures the most popular spectator sport in the United States. Although American football does not have a substantial following in other nations, the NFL does have the highest average attendance (67,254) of any professional sports league in the world. In the year 2024, the NFL generated over $23 billion, making them the most valued professional sports league in the United States and the world. Baseball has been regarded as the U.S. "national sport" since the late 19th century. The most-watched individual sports in the U.S. are golf and auto racing, particularly NASCAR and IndyCar. On the collegiate level, earnings for the member institutions exceed $1 billion annually, and college football and basketball attract large audiences, as the NCAA March Madness tournament and the College Football Playoff are some of the most watched national sporting events. In the U.S., the intercollegiate sports level serves as the main feeder system for professional and Olympic sports, with significant exceptions such as Minor League Baseball. This differs greatly from practices in nearly all other countries, where publicly and privately funded sports organizations serve this function. Eight Olympic Games have taken place in the United States. The 1904 Summer Olympics in St. Louis, Missouri, were the first-ever Olympic Games held outside of Europe. The Olympic Games will be held in the U.S. for a ninth time when Los Angeles hosts the 2028 Summer Olympics. U.S. athletes have won a total of 2,968 medals (1,179 gold) at the Olympic Games, the most of any country. In other international competition, the United States is the home of a number of prestigious events, including the America's Cup, World Baseball Classic, the U.S. Open, and the Masters Tournament. The U.S. men's national soccer team has qualified for eleven World Cups, while the women's national team has won the FIFA Women's World Cup and Olympic soccer tournament four and five times, respectively. The 1999 FIFA Women's World Cup was hosted by the United States. Its final match was attended by 90,185, setting the world record for largest women's sporting event crowd at the time. The United States hosted the 1994 FIFA World Cup and will co-host, along with Canada and Mexico, the 2026 FIFA World Cup. See also Notes References This article incorporates text from a free content work. Licensed under CC BY-SA IGO 3.0 (license statement/permission). Text taken from World Food and Agriculture – Statistical Yearbook 2023​, FAO, FAO. External links 40°N 100°W / 40°N 100°W / 40; -100 (United States of America)
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Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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[SOURCE: https://www.reddit.com/r/history/] | [TOKENS: 1049]
r/history Weekly History Questions Thread. Bookclub and Sources Wednesday! Weekly History Questions Thread. Bookclub and Sources Wednesday! Bookclub and Sources Wednesday! Weekly History Questions Thread. How photography helped the British empire classify India u/Tartan_Samurai • How photography helped the British empire classify India Article https://www.bbc.co.uk/news/articles/cn7jjz1r3meo Frank Serpico was shot on 3 February 1971, after exposing corruption in the NYPD, leading to calls for change and widespread protection of the system from within u/MeatballDom • Frank Serpico was shot on 3 February 1971, after exposing corruption in the NYPD, leading to calls for change and widespread protection of the system from within https://www.bbc.com/culture/article/20260130-the-policeman-who-inspired-al-pacinos-serpico The Mongol Khans of Medieval France u/tw1st3d_m3nt4t • The Mongol Khans of Medieval France Article https://www.historytoday.com/archive/feature/mongol-khans-medieval-france Anyone can view, post, and comment to this community Community Bookmarks Mod applications We are looking for new moderators, click the button for more information. Introduction r/history is a place for discussions about history. Feel free to submit interesting articles, tell us about this cool book you just read, or start a discussion about who everyone's favorite figure of minor French nobility is! Moderation policy All posts will be reviewed by a human moderator first before they become visible to all subscribers on the subreddit. The full rules and guidelines for /r/history can be found here Resources Additional resources. r/history Rules Rule 1: Keep it civil! Personal attacks, abusive language, trolling or bigotry in any form is not allowed. No hate material, be it submissions or comments, are accepted. Follow reddiquette and remember the human. Rule 2: Discussions are limited to events over 20 years ago Discussions about recent events will be removed. We focus on historical events themselves, not on using history to make points about the modern world. This rule also applies to modern politics and soapboxing. Political content is only acceptable if discussed in a historical context, not to advocate an agenda. Rule 3: Text posts require sources and context Text posts must include at least two sources (not including Wikipedia) and demonstrate engagement with those sources. Show what you've already learned and what specifically you're trying to understand. Simple questions can be asked in the Weekly History Questions thread. Questions about sources can be asked in the Bookclub and Sources Wednesday thread. Rule 4: No self-promotion We don't allow people to post their own content. This includes videos, articles, and blog sites you have created yourself, even if you have no financial incentive for sharing. Allowing self-promotion leads to spam and low-quality content. Rule 5: No historical negationism, denialism, or alternate history. We don't allow posts or comments about fringe hypotheses, false narratives, misunderstood or misrepresented history, genocide denial, or other revisionism. Allowing negationism and denialism gives a platform to dangerous misinformation and often disrespects victims of historical atrocities. Notable examples of negationism include Holocaust denial, Armenian Genocide denial, Japanese war crime denial, the denial of Soviet crimes, and modern sensationalist myths. Rule 6: No AI generated content This includes posts, comments, and any other content either generated with AI, or featuring AI elements such as AI imagery or voiceovers. AI can't provide original analysis and often produces inaccurate content with fabricated sources and citations. It also reproduces biases and errors present in its training data. Rule 7: Titles should be accurate and not sensationalised Titles should reflect the content and not be sensationalist or misleading. Accurate titles help people find relevant content and prevent clickbait from cluttering the subreddit. Rule 8: No Atrocity Olympics Atrocities aren't an Olympic event, to be compared and scored according to how 'bad' they were. Doing so both denies the humanity of what happened and cheapens the severity of the crimes. Ranking atrocities by death toll or suffering trivialises tragedy. Each historical atrocity deserves to be understood in its own context. Rule 9: No soapboxing We discuss history for its own sake, not to argue a point about the modern world. Soapboxing includes comparing historical figures to current politicians, using history to argue about modern politics or causes, using the past to comment on current events, or complaining about the way things are for the sake of complaining. Rule 10: Post from the original site Submissions that are simply copy and pasted articles will be removed. Rehosted content deprives original creators of traffic. It also often violates copyright and Reddit's content policy. A full set of our rules and guidelines can be found on our wiki A full set of the /r/history rules is listed on our wiki. The list you are seeing is a reddit feature which is very limited and does not allow us to fit our full rules and guidelines. Moderators Installed Apps
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#Peripherals] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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[SOURCE: https://en.wikipedia.org/wiki/Mars#Early_modern_observations] | [TOKENS: 11899]
Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of".
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Contents United States The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 states and a federal capital district, Washington, D.C. The 48 contiguous states border Canada to the north and Mexico to the south, with the semi-exclave of Alaska in the northwest and the archipelago of Hawaii in the Pacific Ocean. The United States also asserts sovereignty over five major island territories and various uninhabited islands in Oceania and the Caribbean.[j] It is a megadiverse country, with the world's third-largest land area[c] and third-largest population, exceeding 341 million.[k] Paleo-Indians first migrated from North Asia to North America at least 15,000 years ago, and formed various civilizations. Spanish colonization established Spanish Florida in 1513, the first European colony in what is now the continental United States. British colonization followed with the 1607 settlement of Virginia, the first of the Thirteen Colonies. Enslavement of Africans was practiced in all colonies by 1770 and supplied most of the labor for the Southern Colonies' plantation economy. Clashes with the British Crown began as a civil protest over the illegality of taxation without representation in Parliament and the denial of other English rights. They evolved into the American Revolution, which led to the Declaration of Independence and a society based on universal rights. Victory in the 1775–1783 Revolutionary War brought international recognition of U.S. sovereignty and fueled westward expansion, further dispossessing native inhabitants. As more states were admitted, a North–South division over slavery led the Confederate States of America to declare secession and fight the Union in the 1861–1865 American Civil War. With the United States' victory and reunification, slavery was abolished nationally. By the late 19th century, the U.S. economy outpaced the French, German and British economies combined. As of 1900, the country had established itself as a great power, a status solidified after its involvement in World War I. Following Japan's attack on Pearl Harbor in 1941, the U.S. entered World War II. Its aftermath left the U.S. and the Soviet Union as rival superpowers, competing for ideological dominance and international influence during the Cold War. The Soviet Union's collapse in 1991 ended the Cold War, leaving the U.S. as the world's sole superpower. The U.S. federal government is a representative democracy with a president and a constitution that grants separation of powers under three branches: legislative, executive, and judicial. The United States Congress is a bicameral national legislature composed of the House of Representatives (a lower house based on population) and the Senate (an upper house based on equal representation for each state). Federalism grants substantial autonomy to the 50 states. In addition, 574 Native American tribes have sovereignty rights, and there are 326 Native American reservations. Since the 1850s, the Democratic and Republican parties have dominated American politics. American ideals and values are based on a democratic tradition inspired by the American Enlightenment movement. A developed country, the U.S. ranks high in economic competitiveness, innovation, and higher education. Accounting for over a quarter of nominal global GDP, its economy has been the world's largest since about 1890. It is the wealthiest country, with the highest disposable household income per capita among OECD members, though its wealth inequality is highly pronounced. Shaped by centuries of immigration, the culture of the U.S. is diverse and globally influential. Making up more than a third of global military spending, the country has one of the strongest armed forces and is a designated nuclear state. A member of numerous international organizations, the U.S. plays a major role in global political, cultural, economic, and military affairs. Etymology Documented use of the phrase "United States of America" dates back to January 2, 1776. On that day, Stephen Moylan, a Continental Army aide to General George Washington, wrote a letter to Joseph Reed, Washington's aide-de-camp, seeking to go "with full and ample powers from the United States of America to Spain" to seek assistance in the Revolutionary War effort. The first known public usage is an anonymous essay published in the Williamsburg newspaper The Virginia Gazette on April 6, 1776. Sometime on or after June 11, 1776, Thomas Jefferson wrote "United States of America" in a rough draft of the Declaration of Independence, which was adopted by the Second Continental Congress on July 4, 1776. The term "United States" and its initialism "U.S.", used as nouns or as adjectives in English, are common short names for the country. The initialism "USA", a noun, is also common. "United States" and "U.S." are the established terms throughout the U.S. federal government, with prescribed rules.[l] "The States" is an established colloquial shortening of the name, used particularly from abroad; "stateside" is the corresponding adjective or adverb. "America" is the feminine form of the first word of Americus Vesputius, the Latinized name of Italian explorer Amerigo Vespucci (1454–1512);[m] it was first used as a place name by the German cartographers Martin Waldseemüller and Matthias Ringmann in 1507.[n] Vespucci first proposed that the West Indies discovered by Christopher Columbus in 1492 were part of a previously unknown landmass and not among the Indies at the eastern limit of Asia. In English, the term "America" usually does not refer to topics unrelated to the United States, despite the usage of "the Americas" to describe the totality of the continents of North and South America. History The first inhabitants of North America migrated from Siberia approximately 15,000 years ago, either across the Bering land bridge or along the now-submerged Ice Age coastline. Small isolated groups of hunter-gatherers are said to have migrated alongside herds of large herbivores far into Alaska, with ice-free corridors developing along the Pacific coast and valleys of North America in c. 16,500 – c. 13,500 BCE (c. 18,500 – c. 15,500 BP). The Clovis culture, which appeared around 11,000 BCE, is believed to be the first widespread culture in the Americas. Over time, Indigenous North American cultures grew increasingly sophisticated, and some, such as the Mississippian culture, developed agriculture, architecture, and complex societies. In the post-archaic period, the Mississippian cultures were located in the midwestern, eastern, and southern regions, and the Algonquian in the Great Lakes region and along the Eastern Seaboard, while the Hohokam culture and Ancestral Puebloans inhabited the Southwest. Native population estimates of what is now the United States before the arrival of European colonizers range from around 500,000 to nearly 10 million. Christopher Columbus began exploring the Caribbean for Spain in 1492, leading to Spanish-speaking settlements and missions from what are now Puerto Rico and Florida to New Mexico and California. The first Spanish colony in the present-day continental United States was Spanish Florida, chartered in 1513. After several settlements failed there due to starvation and disease, Spain's first permanent town, Saint Augustine, was founded in 1565. France established its own settlements in French Florida in 1562, but they were either abandoned (Charlesfort, 1578) or destroyed by Spanish raids (Fort Caroline, 1565). Permanent French settlements were founded much later along the Great Lakes (Fort Detroit, 1701), the Mississippi River (Saint Louis, 1764) and especially the Gulf of Mexico (New Orleans, 1718). Early European colonies also included the thriving Dutch colony of New Nederland (settled 1626, present-day New York) and the small Swedish colony of New Sweden (settled 1638 in what became Delaware). British colonization of the East Coast began with the Virginia Colony (1607) and the Plymouth Colony (Massachusetts, 1620). The Mayflower Compact in Massachusetts and the Fundamental Orders of Connecticut established precedents for local representative self-governance and constitutionalism that would develop throughout the American colonies. While European settlers in what is now the United States experienced conflicts with Native Americans, they also engaged in trade, exchanging European tools for food and animal pelts.[o] Relations ranged from close cooperation to warfare and massacres. The colonial authorities often pursued policies that forced Native Americans to adopt European lifestyles, including conversion to Christianity. Along the eastern seaboard, settlers trafficked Africans through the Atlantic slave trade, largely to provide manual labor on plantations. The original Thirteen Colonies[p] that would later found the United States were administered as possessions of the British Empire by Crown-appointed governors, though local governments held elections open to most white male property owners. The colonial population grew rapidly from Maine to Georgia, eclipsing Native American populations; by the 1770s, the natural increase of the population was such that only a small minority of Americans had been born overseas. The colonies' distance from Britain facilitated the entrenchment of self-governance, and the First Great Awakening, a series of Christian revivals, fueled colonial interest in guaranteed religious liberty. Following its victory in the French and Indian War, Britain began to assert greater control over local affairs in the Thirteen Colonies, resulting in growing political resistance. One of the primary grievances of the colonists was the denial of their rights as Englishmen, particularly the right to representation in the British government that taxed them. To demonstrate their dissatisfaction and resolve, the First Continental Congress met in 1774 and passed the Continental Association, a colonial boycott of British goods enforced by local "committees of safety" that proved effective. The British attempt to then disarm the colonists resulted in the 1775 Battles of Lexington and Concord, igniting the American Revolutionary War. At the Second Continental Congress, the colonies appointed George Washington commander-in-chief of the Continental Army, and created a committee that named Thomas Jefferson to draft the Declaration of Independence. Two days after the Second Continental Congress passed the Lee Resolution to create an independent, sovereign nation, the Declaration was adopted on July 4, 1776. The political values of the American Revolution evolved from an armed rebellion demanding reform within an empire to a revolution that created a new social and governing system founded on the defense of liberty and the protection of inalienable natural rights; sovereignty of the people; republicanism over monarchy, aristocracy, and other hereditary political power; civic virtue; and an intolerance of political corruption. The Founding Fathers of the United States, who included Washington, Jefferson, John Adams, Benjamin Franklin, Alexander Hamilton, John Jay, James Madison, Thomas Paine, and many others, were inspired by Classical, Renaissance, and Enlightenment philosophies and ideas. Though in practical effect since its drafting in 1777, the Articles of Confederation was ratified in 1781 and formally established a decentralized government that operated until 1789. After the British surrender at the siege of Yorktown in 1781, American sovereignty was internationally recognized by the Treaty of Paris (1783), through which the U.S. gained territory stretching west to the Mississippi River, north to present-day Canada, and south to Spanish Florida. The Northwest Ordinance (1787) established the precedent by which the country's territory would expand with the admission of new states, rather than the expansion of existing states. The U.S. Constitution was drafted at the 1787 Constitutional Convention to overcome the limitations of the Articles. It went into effect in 1789, creating a federal republic governed by three separate branches that together formed a system of checks and balances. George Washington was elected the country's first president under the Constitution, and the Bill of Rights was adopted in 1791 to allay skeptics' concerns about the power of the more centralized government. His resignation as commander-in-chief after the Revolutionary War and his later refusal to run for a third term as the country's first president established a precedent for the supremacy of civil authority in the United States and the peaceful transfer of power. In the late 18th century, American settlers began to expand westward in larger numbers, many with a sense of manifest destiny. The Louisiana Purchase of 1803 from France nearly doubled the territory of the United States. Lingering issues with Britain remained, leading to the War of 1812, which was fought to a draw. Spain ceded Florida and its Gulf Coast territory in 1819. The Missouri Compromise of 1820, which admitted Missouri as a slave state and Maine as a free state, attempted to balance the desire of northern states to prevent the expansion of slavery into new territories with that of southern states to extend it there. Primarily, the compromise prohibited slavery in all other lands of the Louisiana Purchase north of the 36°30′ parallel. As Americans expanded further into territory inhabited by Native Americans, the federal government implemented policies of Indian removal or assimilation. The most significant such legislation was the Indian Removal Act of 1830, a key policy of President Andrew Jackson. It resulted in the Trail of Tears (1830–1850), in which an estimated 60,000 Native Americans living east of the Mississippi River were forcibly removed and displaced to lands far to the west, causing 13,200 to 16,700 deaths along the forced march. Settler expansion as well as this influx of Indigenous peoples from the East resulted in the American Indian Wars west of the Mississippi. During the colonial period, slavery became legal in all the Thirteen colonies, but by 1770 it provided the main labor force in the large-scale, agriculture-dependent economies of the Southern Colonies from Maryland to Georgia. The practice began to be significantly questioned during the American Revolution, and spurred by an active abolitionist movement that had reemerged in the 1830s, states in the North enacted laws to prohibit slavery within their boundaries. At the same time, support for slavery had strengthened in Southern states, with widespread use of inventions such as the cotton gin (1793) having made slavery immensely profitable for Southern elites. The United States annexed the Republic of Texas in 1845, and the 1846 Oregon Treaty led to U.S. control of the present-day American Northwest. Dispute with Mexico over Texas led to the Mexican–American War (1846–1848). After the victory of the U.S., Mexico recognized U.S. sovereignty over Texas, New Mexico, and California in the 1848 Mexican Cession; the cession's lands also included the future states of Nevada, Colorado and Utah. The California gold rush of 1848–1849 spurred a huge migration of white settlers to the Pacific coast, leading to even more confrontations with Native populations. One of the most violent, the California genocide of thousands of Native inhabitants, lasted into the mid-1870s. Additional western territories and states were created. Throughout the 1850s, the sectional conflict regarding slavery was further inflamed by national legislation in the U.S. Congress and decisions of the Supreme Court. In Congress, the Fugitive Slave Act of 1850 mandated the forcible return to their owners in the South of slaves taking refuge in non-slave states, while the Kansas–Nebraska Act of 1854 effectively gutted the anti-slavery requirements of the Missouri Compromise. In its Dred Scott decision of 1857, the Supreme Court ruled against a slave brought into non-slave territory, simultaneously declaring the entire Missouri Compromise to be unconstitutional. These and other events exacerbated tensions between North and South that would culminate in the American Civil War (1861–1865). Beginning with South Carolina, 11 slave-state governments voted to secede from the United States in 1861, joining to create the Confederate States of America. All other state governments remained loyal to the Union.[q] War broke out in April 1861 after the Confederacy bombarded Fort Sumter. Following the Emancipation Proclamation on January 1, 1863, many freed slaves joined the Union army. The war began to turn in the Union's favor following the 1863 Siege of Vicksburg and Battle of Gettysburg, and the Confederates surrendered in 1865 after the Union's victory in the Battle of Appomattox Court House. Efforts toward reconstruction in the secessionist South had begun as early as 1862, but it was only after President Lincoln's assassination that the three Reconstruction Amendments to the Constitution were ratified to protect civil rights. The amendments codified nationally the abolition of slavery and involuntary servitude except as punishment for crimes, promised equal protection under the law for all persons, and prohibited discrimination on the basis of race or previous enslavement. As a result, African Americans took an active political role in ex-Confederate states in the decade following the Civil War. The former Confederate states were readmitted to the Union, beginning with Tennessee in 1866 and ending with Georgia in 1870. National infrastructure, including transcontinental telegraph and railroads, spurred growth in the American frontier. This was accelerated by the Homestead Acts, through which nearly 10 percent of the total land area of the United States was given away free to some 1.6 million homesteaders. From 1865 through 1917, an unprecedented stream of immigrants arrived in the United States, including 24.4 million from Europe. Most came through the Port of New York, as New York City and other large cities on the East Coast became home to large Jewish, Irish, and Italian populations. Many Northern Europeans as well as significant numbers of Germans and other Central Europeans moved to the Midwest. At the same time, about one million French Canadians migrated from Quebec to New England. During the Great Migration, millions of African Americans left the rural South for urban areas in the North. Alaska was purchased from Russia in 1867. The Compromise of 1877 is generally considered the end of the Reconstruction era, as it resolved the electoral crisis following the 1876 presidential election and led President Rutherford B. Hayes to reduce the role of federal troops in the South. Immediately, the Redeemers began evicting the Carpetbaggers and quickly regained local control of Southern politics in the name of white supremacy. African Americans endured a period of heightened, overt racism following Reconstruction, a time often considered the nadir of American race relations. A series of Supreme Court decisions, including Plessy v. Ferguson, emptied the Fourteenth and Fifteenth Amendments of their force, allowing Jim Crow laws in the South to remain unchecked, sundown towns in the Midwest, and segregation in communities across the country, which would be reinforced in part by the policy of redlining later adopted by the federal Home Owners' Loan Corporation. An explosion of technological advancement, accompanied by the exploitation of cheap immigrant labor, led to rapid economic expansion during the Gilded Age of the late 19th century. It continued into the early 20th, when the United States already outpaced the economies of Britain, France, and Germany combined. This fostered the amassing of power by a few prominent industrialists, largely by their formation of trusts and monopolies to prevent competition. Tycoons led the nation's expansion in the railroad, petroleum, and steel industries. The United States emerged as a pioneer of the automotive industry. These changes resulted in significant increases in economic inequality, slum conditions, and social unrest, creating the environment for labor unions and socialist movements to begin to flourish. This period eventually ended with the advent of the Progressive Era, which was characterized by significant economic and social reforms. Pro-American elements in Hawaii overthrew the Hawaiian monarchy; the islands were annexed in 1898. That same year, Puerto Rico, the Philippines, and Guam were ceded to the U.S. by Spain after the latter's defeat in the Spanish–American War. (The Philippines was granted full independence from the U.S. on July 4, 1946, following World War II. Puerto Rico and Guam have remained U.S. territories.) American Samoa was acquired by the United States in 1900 after the Second Samoan Civil War. The U.S. Virgin Islands were purchased from Denmark in 1917. The United States entered World War I alongside the Allies in 1917 helping to turn the tide against the Central Powers. In 1920, a constitutional amendment granted nationwide women's suffrage. During the 1920s and 1930s, radio for mass communication and early television transformed communications nationwide. The Wall Street Crash of 1929 triggered the Great Depression, to which President Franklin D. Roosevelt responded with the New Deal plan of "reform, recovery and relief", a series of unprecedented and sweeping recovery programs and employment relief projects combined with financial reforms and regulations. Initially neutral during World War II, the U.S. began supplying war materiel to the Allies of World War II in March 1941 and entered the war in December after Japan's attack on Pearl Harbor. Agreeing to a "Europe first" policy, the U.S. concentrated its wartime efforts on Japan's allies Italy and Germany until their final defeat in May 1945. The U.S. developed the first nuclear weapons and used them against the Japanese cities of Hiroshima and Nagasaki in August 1945, ending the war. The United States was one of the "Four Policemen" who met to plan the post-war world, alongside the United Kingdom, the Soviet Union, and China. The U.S. emerged relatively unscathed from the war, with even greater economic power and international political influence. The end of World War II in 1945 left the U.S. and the Soviet Union as superpowers, each with its own political, military, and economic sphere of influence. Geopolitical tensions between the two superpowers soon led to the Cold War. The U.S. implemented a policy of containment intended to limit the Soviet Union's sphere of influence; engaged in regime change against governments perceived to be aligned with the Soviets; and prevailed in the Space Race, which culminated with the first crewed Moon landing in 1969. Domestically, the U.S. experienced economic growth, urbanization, and population growth following World War II. The civil rights movement emerged, with Martin Luther King Jr. becoming a prominent leader in the early 1960s. The Great Society plan of President Lyndon B. Johnson's administration resulted in groundbreaking and broad-reaching laws, policies and a constitutional amendment to counteract some of the worst effects of lingering institutional racism. The counterculture movement in the U.S. brought significant social changes, including the liberalization of attitudes toward recreational drug use and sexuality. It also encouraged open defiance of the military draft (leading to the end of conscription in 1973) and wide opposition to U.S. intervention in Vietnam, with the U.S. totally withdrawing in 1975. A societal shift in the roles of women was significantly responsible for the large increase in female paid labor participation starting in the 1970s, and by 1985 the majority of American women aged 16 and older were employed. The Fall of Communism and the dissolution of the Soviet Union from 1989 to 1991 marked the end of the Cold War and left the United States as the world's sole superpower. This cemented the United States' global influence, reinforcing the concept of the "American Century" as the U.S. dominated international political, cultural, economic, and military affairs. The 1990s saw the longest recorded economic expansion in American history, a dramatic decline in U.S. crime rates, and advances in technology. Throughout this decade, technological innovations such as the World Wide Web, the evolution of the Pentium microprocessor in accordance with Moore's law, rechargeable lithium-ion batteries, the first gene therapy trial, and cloning either emerged in the U.S. or were improved upon there. The Human Genome Project was formally launched in 1990, while Nasdaq became the first stock market in the United States to trade online in 1998. In the Gulf War of 1991, an American-led international coalition of states expelled an Iraqi invasion force that had occupied neighboring Kuwait. The September 11 attacks on the United States in 2001 by the pan-Islamist militant organization al-Qaeda led to the war on terror and subsequent military interventions in Afghanistan and in Iraq. The U.S. housing bubble culminated in 2007 with the Great Recession, the largest economic contraction since the Great Depression. In the 2010s and early 2020s, the United States has experienced increased political polarization and democratic backsliding. The country's polarization was violently reflected in the January 2021 Capitol attack, when a mob of insurrectionists entered the U.S. Capitol and sought to prevent the peaceful transfer of power in an attempted self-coup d'état. Geography The United States is the world's third-largest country by total area behind Russia and Canada.[c] The 48 contiguous states and the District of Columbia have a combined area of 3,119,885 square miles (8,080,470 km2). In 2021, the United States had 8% of the Earth's permanent meadows and pastures and 10% of its cropland. Starting in the east, the coastal plain of the Atlantic seaboard gives way to inland forests and rolling hills in the Piedmont plateau region. The Appalachian Mountains and the Adirondack Massif separate the East Coast from the Great Lakes and the grasslands of the Midwest. The Mississippi River System, the world's fourth-longest river system, runs predominantly north–south through the center of the country. The flat and fertile prairie of the Great Plains stretches to the west, interrupted by a highland region in the southeast. The Rocky Mountains, west of the Great Plains, extend north to south across the country, peaking at over 14,000 feet (4,300 m) in Colorado. The supervolcano underlying Yellowstone National Park in the Rocky Mountains, the Yellowstone Caldera, is the continent's largest volcanic feature. Farther west are the rocky Great Basin and the Chihuahuan, Sonoran, and Mojave deserts. In the northwest corner of Arizona, carved by the Colorado River, is the Grand Canyon, a steep-sided canyon and popular tourist destination known for its overwhelming visual size and intricate, colorful landscape. The Cascade and Sierra Nevada mountain ranges run close to the Pacific coast. The lowest and highest points in the contiguous United States are in the State of California, about 84 miles (135 km) apart. At an elevation of 20,310 feet (6,190.5 m), Alaska's Denali (also called Mount McKinley) is the highest peak in the country and on the continent. Active volcanoes in the U.S. are common throughout Alaska's Alexander and Aleutian Islands. Located entirely outside North America, the archipelago of Hawaii consists of volcanic islands, physiographically and ethnologically part of the Polynesian subregion of Oceania. In addition to its total land area, the United States has one of the world's largest marine exclusive economic zones spanning approximately 4.5 million square miles (11.7 million km2) of ocean. With its large size and geographic variety, the United States includes most climate types. East of the 100th meridian, the climate ranges from humid continental in the north to humid subtropical in the south. The western Great Plains are semi-arid. Many mountainous areas of the American West have an alpine climate. The climate is arid in the Southwest, Mediterranean in coastal California, and oceanic in coastal Oregon, Washington, and southern Alaska. Most of Alaska is subarctic or polar. Hawaii, the southern tip of Florida and U.S. territories in the Caribbean and Pacific are tropical. The United States receives more high-impact extreme weather incidents than any other country. States bordering the Gulf of Mexico are prone to hurricanes, and most of the world's tornadoes occur in the country, mainly in Tornado Alley. Due to climate change in the country, extreme weather has become more frequent in the U.S. in the 21st century, with three times the number of reported heat waves compared to the 1960s. Since the 1990s, droughts in the American Southwest have become more persistent and more severe. The regions considered as the most attractive to the population are the most vulnerable. The U.S. is one of 17 megadiverse countries containing large numbers of endemic species: about 17,000 species of vascular plants occur in the contiguous United States and Alaska, and over 1,800 species of flowering plants are found in Hawaii, few of which occur on the mainland. The United States is home to 428 mammal species, 784 birds, 311 reptiles, 295 amphibians, and around 91,000 insect species. There are 63 national parks, and hundreds of other federally managed monuments, forests, and wilderness areas, administered by the National Park Service and other agencies. About 28% of the country's land is publicly owned and federally managed, primarily in the Western States. Most of this land is protected, though some is leased for commercial use, and less than one percent is used for military purposes. Environmental issues in the United States include debates on non-renewable resources and nuclear energy, air and water pollution, biodiversity, logging and deforestation, and climate change. The U.S. Environmental Protection Agency (EPA) is the federal agency charged with addressing most environmental-related issues. The idea of wilderness has shaped the management of public lands since 1964, with the Wilderness Act. The Endangered Species Act of 1973 provides a way to protect threatened and endangered species and their habitats. The United States Fish and Wildlife Service implements and enforces the Act. In 2024, the U.S. ranked 35th among 180 countries in the Environmental Performance Index. Government and politics The United States is a federal republic of 50 states and a federal capital district, Washington, D.C. The U.S. asserts sovereignty over five unincorporated territories and several uninhabited island possessions. It is the world's oldest surviving federation, and its presidential system of federal government has been adopted, in whole or in part, by many newly independent states worldwide following their decolonization. The Constitution of the United States serves as the country's supreme legal document. Most scholars describe the United States as a liberal democracy.[r] Composed of three branches, all headquartered in Washington, D.C., the federal government is the national government of the United States. The U.S. Constitution establishes a separation of powers intended to provide a system of checks and balances to prevent any of the three branches from becoming supreme. The three-branch system is known as the presidential system, in contrast to the parliamentary system where the executive is part of the legislative body. Many countries around the world adopted this aspect of the 1789 Constitution of the United States, especially in the postcolonial Americas. In the U.S. federal system, sovereign powers are shared between three levels of government specified in the Constitution: the federal government, the states, and Indian tribes. The U.S. also asserts sovereignty over five permanently inhabited territories: American Samoa, Guam, the Northern Mariana Islands, Puerto Rico, and the U.S. Virgin Islands. Residents of the 50 states are governed by their elected state government, under state constitutions compatible with the national constitution, and by elected local governments that are administrative divisions of a state. States are subdivided into counties or county equivalents, and (except for Hawaii) further divided into municipalities, each administered by elected representatives. The District of Columbia is a federal district containing the U.S. capital, Washington, D.C. The federal district is an administrative division of the federal government. Indian country is made up of 574 federally recognized tribes and 326 Indian reservations. They hold a government-to-government relationship with the U.S. federal government in Washington and are legally defined as domestic dependent nations with inherent tribal sovereignty rights. In addition to the five major territories, the U.S. also asserts sovereignty over the United States Minor Outlying Islands in the Pacific Ocean and the Caribbean. The seven undisputed islands without permanent populations are Baker Island, Howland Island, Jarvis Island, Johnston Atoll, Kingman Reef, Midway Atoll, and Palmyra Atoll. U.S. sovereignty over the unpopulated Bajo Nuevo Bank, Navassa Island, Serranilla Bank, and Wake Island is disputed. The Constitution is silent on political parties. However, they developed independently in the 18th century with the Federalist and Anti-Federalist parties. Since then, the United States has operated as a de facto two-party system, though the parties have changed over time. Since the mid-19th century, the two main national parties have been the Democratic Party and the Republican Party. The former is perceived as relatively liberal in its political platform while the latter is perceived as relatively conservative in its platform. The United States has an established structure of foreign relations, with the world's second-largest diplomatic corps as of 2024[update]. It is a permanent member of the United Nations Security Council and home to the United Nations headquarters. The United States is a member of the G7, G20, and OECD intergovernmental organizations. Almost all countries have embassies and many have consulates (official representatives) in the country. Likewise, nearly all countries host formal diplomatic missions with the United States, except Iran, North Korea, and Bhutan. Though Taiwan does not have formal diplomatic relations with the U.S., it maintains close unofficial relations. The United States regularly supplies Taiwan with military equipment to deter potential Chinese aggression. Its geopolitical attention also turned to the Indo-Pacific when the United States joined the Quadrilateral Security Dialogue with Australia, India, and Japan. The United States has a "Special Relationship" with the United Kingdom and strong ties with Canada, Australia, New Zealand, the Philippines, Japan, South Korea, Israel, and several European Union countries such as France, Italy, Germany, Spain, and Poland. The U.S. works closely with its NATO allies on military and national security issues, and with countries in the Americas through the Organization of American States and the United States–Mexico–Canada Free Trade Agreement. The U.S. exercises full international defense authority and responsibility for Micronesia, the Marshall Islands, and Palau through the Compact of Free Association. It has increasingly conducted strategic cooperation with India, while its ties with China have steadily deteriorated. Beginning in 2014, the U.S. had become a key ally of Ukraine. After Donald Trump was elected U.S. president in 2024, he sought to negotiate an end to the Russo-Ukrainian War. He paused all military aid to Ukraine in March 2025, although the aid resumed later. Trump also ended U.S. intelligence sharing with the country, but this too was eventually restored. The president is the commander-in-chief of the United States Armed Forces and appoints its leaders, the secretary of defense and the Joint Chiefs of Staff. The Department of Defense, headquartered at the Pentagon near Washington, D.C., administers five of the six service branches, which are made up of the U.S. Army, Marine Corps, Navy, Air Force, and Space Force. The Coast Guard is administered by the Department of Homeland Security in peacetime and can be transferred to the Department of the Navy in wartime. Total strength of the entire military is about 1.3 million active duty with an additional 400,000 in reserve. The United States spent $997 billion on its military in 2024, which is by far the largest amount of any country, making up 37% of global military spending and accounting for 3.4% of the country's GDP. The U.S. possesses 42% of the world's nuclear weapons—the second-largest stockpile after that of Russia. The U.S. military is widely regarded as the most powerful and advanced in the world. The United States has the third-largest combined armed forces in the world, behind the Chinese People's Liberation Army and Indian Armed Forces. The U.S. military operates about 800 bases and facilities abroad, and maintains deployments greater than 100 active duty personnel in 25 foreign countries. The United States has engaged in over 400 military interventions since its founding in 1776, with over half of these occurring between 1950 and 2019 and 25% occurring in the post-Cold War era. State defense forces (SDFs) are military units that operate under the sole authority of a state government. SDFs are authorized by state and federal law but are under the command of the state's governor. By contrast, the 54 U.S. National Guard organizations[t] fall under the dual control of state or territorial governments and the federal government; their units can also become federalized entities, but SDFs cannot be federalized. The National Guard personnel of a state or territory can be federalized by the president under the National Defense Act Amendments of 1933; this legislation created the Guard and provides for the integration of Army National Guard and Air National Guard units and personnel into the U.S. Army and (since 1947) the U.S. Air Force. The total number of National Guard members is about 430,000, while the estimated combined strength of SDFs is less than 10,000. There are about 18,000 U.S. police agencies from local to national level in the United States. Law in the United States is mainly enforced by local police departments and sheriff departments in their municipal or county jurisdictions. The state police departments have authority in their respective state, and federal agencies such as the Federal Bureau of Investigation (FBI) and the U.S. Marshals Service have national jurisdiction and specialized duties, such as protecting civil rights, national security, enforcing U.S. federal courts' rulings and federal laws, and interstate criminal activity. State courts conduct almost all civil and criminal trials, while federal courts adjudicate the much smaller number of civil and criminal cases that relate to federal law. There is no unified "criminal justice system" in the United States. The American prison system is largely heterogenous, with thousands of relatively independent systems operating across federal, state, local, and tribal levels. In 2025, "these systems hold nearly 2 million people in 1,566 state prisons, 98 federal prisons, 3,116 local jails, 1,277 juvenile correctional facilities, 133 immigration detention facilities, and 80 Indian country jails, as well as in military prisons, civil commitment centers, state psychiatric hospitals, and prisons in the U.S. territories." Despite disparate systems of confinement, four main institutions dominate: federal prisons, state prisons, local jails, and juvenile correctional facilities. Federal prisons are run by the Federal Bureau of Prisons and hold pretrial detainees as well as people who have been convicted of federal crimes. State prisons, run by the department of corrections of each state, hold people sentenced and serving prison time (usually longer than one year) for felony offenses. Local jails are county or municipal facilities that incarcerate defendants prior to trial; they also hold those serving short sentences (typically under a year). Juvenile correctional facilities are operated by local or state governments and serve as longer-term placements for any minor adjudicated as delinquent and ordered by a judge to be confined. In January 2023, the United States had the sixth-highest per capita incarceration rate in the world—531 people per 100,000 inhabitants—and the largest prison and jail population in the world, with more than 1.9 million people incarcerated. An analysis of the World Health Organization Mortality Database from 2010 showed U.S. homicide rates "were 7 times higher than in other high-income countries, driven by a gun homicide rate that was 25 times higher". Economy The U.S. has a highly developed mixed economy that has been the world's largest nominally since about 1890. Its 2024 gross domestic product (GDP)[e] of more than $29 trillion constituted over 25% of nominal global economic output, or 15% at purchasing power parity (PPP). From 1983 to 2008, U.S. real compounded annual GDP growth was 3.3%, compared to a 2.3% weighted average for the rest of the G7. The country ranks first in the world by nominal GDP, second when adjusted for purchasing power parities (PPP), and ninth by PPP-adjusted GDP per capita. In February 2024, the total U.S. federal government debt was $34.4 trillion. Of the world's 500 largest companies by revenue, 138 were headquartered in the U.S. in 2025, the highest number of any country. The U.S. dollar is the currency most used in international transactions and the world's foremost reserve currency, backed by the country's dominant economy, its military, the petrodollar system, its large U.S. treasuries market, and its linked eurodollar. Several countries use it as their official currency, and in others it is the de facto currency. The U.S. has free trade agreements with several countries, including the USMCA. Although the United States has reached a post-industrial level of economic development and is often described as having a service economy, it remains a major industrial power; in 2024, the U.S. manufacturing sector was the world's second-largest by value output after China's. New York City is the world's principal financial center, and its metropolitan area is the world's largest metropolitan economy. The New York Stock Exchange and Nasdaq, both located in New York City, are the world's two largest stock exchanges by market capitalization and trade volume. The United States is at the forefront of technological advancement and innovation in many economic fields, especially in artificial intelligence; electronics and computers; pharmaceuticals; and medical, aerospace and military equipment. The country's economy is fueled by abundant natural resources, a well-developed infrastructure, and high productivity. The largest trading partners of the United States are the European Union, Mexico, Canada, China, Japan, South Korea, the United Kingdom, Vietnam, India, and Taiwan. The United States is the world's largest importer and second-largest exporter.[u] It is by far the world's largest exporter of services. Americans have the highest average household and employee income among OECD member states, and the fourth-highest median household income in 2023, up from sixth-highest in 2013. With personal consumption expenditures of over $18.5 trillion in 2023, the U.S. has a heavily consumer-driven economy and is the world's largest consumer market. The U.S. ranked first in the number of dollar billionaires and millionaires in 2023, with 735 billionaires and nearly 22 million millionaires. Wealth in the United States is highly concentrated; in 2011, the richest 10% of the adult population owned 72% of the country's household wealth, while the bottom 50% owned just 2%. U.S. wealth inequality increased substantially since the late 1980s, and income inequality in the U.S. reached a record high in 2019. In 2024, the country had some of the highest wealth and income inequality levels among OECD countries. Since the 1970s, there has been a decoupling of U.S. wage gains from worker productivity. In 2016, the top fifth of earners took home more than half of all income, giving the U.S. one of the widest income distributions among OECD countries. There were about 771,480 homeless persons in the U.S. in 2024. In 2022, 6.4 million children experienced food insecurity. Feeding America estimates that around one in five, or approximately 13 million, children experience hunger in the U.S. and do not know where or when they will get their next meal. Also in 2022, about 37.9 million people, or 11.5% of the U.S. population, were living in poverty. The United States has a smaller welfare state and redistributes less income through government action than most other high-income countries. It is the only advanced economy that does not guarantee its workers paid vacation nationally and one of a few countries in the world without federal paid family leave as a legal right. The United States has a higher percentage of low-income workers than almost any other developed country, largely because of a weak collective bargaining system and lack of government support for at-risk workers. The United States has been a leader in technological innovation since the late 19th century and scientific research since the mid-20th century. Methods for producing interchangeable parts and the establishment of a machine tool industry enabled the large-scale manufacturing of U.S. consumer products in the late 19th century. By the early 20th century, factory electrification, the introduction of the assembly line, and other labor-saving techniques created the system of mass production. In the 21st century, the United States continues to be one of the world's foremost scientific powers, though China has emerged as a major competitor in many fields. The U.S. has the highest research and development expenditures of any country and ranks ninth as a percentage of GDP. In 2022, the United States was (after China) the country with the second-highest number of published scientific papers. In 2021, the U.S. ranked second (also after China) by the number of patent applications, and third by trademark and industrial design applications (after China and Germany), according to World Intellectual Property Indicators. In 2025 the United States ranked third (after Switzerland and Sweden) in the Global Innovation Index. The United States is considered to be a world leader in the development of artificial intelligence technology. In 2023, the United States was ranked the second most technologically advanced country in the world (after South Korea) by Global Finance magazine. The United States has maintained a space program since the late 1950s, beginning with the establishment of the National Aeronautics and Space Administration (NASA) in 1958. NASA's Apollo program (1961–1972) achieved the first crewed Moon landing with the 1969 Apollo 11 mission; it remains one of the agency's most significant milestones. Other major endeavors by NASA include the Space Shuttle program (1981–2011), the Voyager program (1972–present), the Hubble and James Webb space telescopes (launched in 1990 and 2021, respectively), and the multi-mission Mars Exploration Program (Spirit and Opportunity, Curiosity, and Perseverance). NASA is one of five agencies collaborating on the International Space Station (ISS); U.S. contributions to the ISS include several modules, including Destiny (2001), Harmony (2007), and Tranquility (2010), as well as ongoing logistical and operational support. The United States private sector dominates the global commercial spaceflight industry. Prominent American spaceflight contractors include Blue Origin, Boeing, Lockheed Martin, Northrop Grumman, and SpaceX. NASA programs such as the Commercial Crew Program, Commercial Resupply Services, Commercial Lunar Payload Services, and NextSTEP have facilitated growing private-sector involvement in American spaceflight. In 2023, the United States received approximately 84% of its energy from fossil fuel, and its largest source of energy was petroleum (38%), followed by natural gas (36%), renewable sources (9%), coal (9%), and nuclear power (9%). In 2022, the United States constituted about 4% of the world's population, but consumed around 16% of the world's energy. The U.S. ranks as the second-highest emitter of greenhouse gases behind China. The U.S. is the world's largest producer of nuclear power, generating around 30% of the world's nuclear electricity. It also has the highest number of nuclear power reactors of any country. From 2024, the U.S. plans to triple its nuclear power capacity by 2050. The United States' 4 million miles (6.4 million kilometers) of road network, owned almost entirely by state and local governments, is the longest in the world. The extensive Interstate Highway System that connects all major U.S. cities is funded mostly by the federal government but maintained by state departments of transportation. The system is further extended by state highways and some private toll roads. The U.S. is among the top ten countries with the highest vehicle ownership per capita (850 vehicles per 1,000 people) in 2022. A 2022 study found that 76% of U.S. commuters drive alone and 14% ride a bicycle, including bike owners and users of bike-sharing networks. About 11% use some form of public transportation. Public transportation in the United States is well developed in the largest urban areas, notably New York City, Washington, D.C., Boston, Philadelphia, Chicago, and San Francisco; otherwise, coverage is generally less extensive than in most other developed countries. The U.S. also has many relatively car-dependent localities. Long-distance intercity travel is provided primarily by airlines, but travel by rail is more common along the Northeast Corridor, the only high-speed rail in the U.S. that meets international standards. Amtrak, the country's government-sponsored national passenger rail company, has a relatively sparse network compared to that of Western European countries. Service is concentrated in the Northeast, California, the Midwest, the Pacific Northwest, and Virginia/Southeast. The United States has an extensive air transportation network. U.S. civilian airlines are all privately owned. The three largest airlines in the world, by total number of passengers carried, are U.S.-based; American Airlines became the global leader after its 2013 merger with US Airways. Of the 50 busiest airports in the world, 16 are in the United States, as well as five of the top 10. The world's busiest airport by passenger volume is Hartsfield–Jackson Atlanta International in Atlanta, Georgia. In 2022, most of the 19,969 U.S. airports were owned and operated by local government authorities, and there are also some private airports. Some 5,193 are designated as "public use", including for general aviation. The Transportation Security Administration (TSA) has provided security at most major airports since 2001. The country's rail transport network, the longest in the world at 182,412.3 mi (293,564.2 km), handles mostly freight (in contrast to more passenger-centered rail in Europe). Because they are often privately owned operations, U.S. railroads lag behind those of the rest of the world in terms of electrification. The country's inland waterways are the world's fifth-longest, totaling 25,482 mi (41,009 km). They are used extensively for freight, recreation, and a small amount of passenger traffic. Of the world's 50 busiest container ports, four are located in the United States, with the busiest in the country being the Port of Los Angeles. Demographics The U.S. Census Bureau reported 331,449,281 residents on April 1, 2020,[v] making the United States the third-most-populous country in the world, after India and China. The Census Bureau's official 2025 population estimate was 341,784,857, an increase of 3.1% since the 2020 census. According to the Bureau's U.S. Population Clock, on July 1, 2024, the U.S. population had a net gain of one person every 16 seconds, or about 5400 people per day. In 2023, 51% of Americans age 15 and over were married, 6% were widowed, 10% were divorced, and 34% had never been married. In 2023, the total fertility rate for the U.S. stood at 1.6 children per woman, and, at 23%, it had the world's highest rate of children living in single-parent households in 2019. Most Americans live in the suburbs of major metropolitan areas. The United States has a diverse population; 37 ancestry groups have more than one million members. White Americans with ancestry from Europe, the Middle East, or North Africa form the largest racial and ethnic group at 57.8% of the United States population. Hispanic and Latino Americans form the second-largest group and are 18.7% of the United States population. African Americans constitute the country's third-largest ancestry group and are 12.1% of the total U.S. population. Asian Americans are the country's fourth-largest group, composing 5.9% of the United States population. The country's 3.7 million Native Americans account for about 1%, and some 574 native tribes are recognized by the federal government. In 2024, the median age of the United States population was 39.1 years. While many languages and dialects are spoken in the United States, English is by far the most commonly spoken and written. De facto, English is the official language of the United States, and in 2025, Executive Order 14224 declared English official. However, the U.S. has never had a de jure official language, as Congress has never passed a law to designate English as official for all three federal branches. Some laws, such as U.S. naturalization requirements, nonetheless standardize English. Twenty-eight states and the United States Virgin Islands have laws that designate English as the sole official language; 19 states and the District of Columbia have no official language. Three states and four U.S. territories have recognized local or indigenous languages in addition to English: Hawaii (Hawaiian), Alaska (twenty Native languages),[w] South Dakota (Sioux), American Samoa (Samoan), Puerto Rico (Spanish), Guam (Chamorro), and the Northern Mariana Islands (Carolinian and Chamorro). In total, 169 Native American languages are spoken in the United States. In Puerto Rico, Spanish is more widely spoken than English. According to the American Community Survey (2020), some 245.4 million people in the U.S. age five and older spoke only English at home. About 41.2 million spoke Spanish at home, making it the second most commonly used language. Other languages spoken at home by one million people or more include Chinese (3.40 million), Tagalog (1.71 million), Vietnamese (1.52 million), Arabic (1.39 million), French (1.18 million), Korean (1.07 million), and Russian (1.04 million). German, spoken by 1 million people at home in 2010, fell to 857,000 total speakers in 2020. America's immigrant population is by far the world's largest in absolute terms. In 2022, there were 87.7 million immigrants and U.S.-born children of immigrants in the United States, accounting for nearly 27% of the overall U.S. population. In 2017, out of the U.S. foreign-born population, some 45% (20.7 million) were naturalized citizens, 27% (12.3 million) were lawful permanent residents, 6% (2.2 million) were temporary lawful residents, and 23% (10.5 million) were unauthorized immigrants. In 2019, the top countries of origin for immigrants were Mexico (24% of immigrants), India (6%), China (5%), the Philippines (4.5%), and El Salvador (3%). In fiscal year 2022, over one million immigrants (most of whom entered through family reunification) were granted legal residence. The undocumented immigrant population in the U.S. reached a record high of 14 million in 2023. The First Amendment guarantees the free exercise of religion in the country and forbids Congress from passing laws respecting its establishment. Religious practice is widespread, among the most diverse in the world, and profoundly vibrant. The country has the world's largest Christian population, which includes the fourth-largest population of Catholics. Other notable faiths include Judaism, Buddhism, Hinduism, Islam, New Age, and Native American religions. Religious practice varies significantly by region. "Ceremonial deism" is common in American culture. The overwhelming majority of Americans believe in a higher power or spiritual force, engage in spiritual practices such as prayer, and consider themselves religious or spiritual. In the Southern United States' "Bible Belt", evangelical Protestantism plays a significant role culturally; New England and the Western United States tend to be more secular. Mormonism, a Restorationist movement founded in the U.S. in 1847, is the predominant religion in Utah and a major religion in Idaho. About 82% of Americans live in metropolitan areas, particularly in suburbs; about half of those reside in cities with populations over 50,000. In 2022, 333 incorporated municipalities had populations over 100,000, nine cities had more than one million residents, and four cities—New York City, Los Angeles, Chicago, and Houston—had populations exceeding two million. Many U.S. metropolitan populations are growing rapidly, particularly in the South and West. According to the Centers for Disease Control and Prevention (CDC), average U.S. life expectancy at birth reached 79.0 years in 2024, its highest recorded level. This was an increase of 0.6 years over 2023. The CDC attributed the improvement to a significant fall in the number of fatal drug overdoses in the country, noting that "heart disease continues to be the leading cause of death in the United States, followed by cancer and unintentional injuries." In 2024, life expectancy at birth for American men rose to 76.5 years (+0.7 years compared to 2023), while life expectancy for women was 81.4 years (+0.3 years). Starting in 1998, life expectancy in the U.S. fell behind that of other wealthy industrialized countries, and Americans' "health disadvantage" gap has been increasing ever since. The Commonwealth Fund reported in 2020 that the U.S. had the highest suicide rate among high-income countries. Approximately one-third of the U.S. adult population is obese and another third is overweight. The U.S. healthcare system far outspends that of any other country, measured both in per capita spending and as a percentage of GDP, but attains worse healthcare outcomes when compared to peer countries for reasons that are debated. The United States is the only developed country without a system of universal healthcare, and a significant proportion of the population that does not carry health insurance. Government-funded healthcare coverage for the poor (Medicaid) and for those age 65 and older (Medicare) is available to Americans who meet the programs' income or age qualifications. In 2010, then-President Obama passed the Patient Protection and Affordable Care Act.[x] Abortion in the United States is not federally protected, and is illegal or restricted in 17 states. American primary and secondary education, known in the U.S. as K–12 ("kindergarten through 12th grade"), is decentralized. School systems are operated by state, territorial, and sometimes municipal governments and regulated by the U.S. Department of Education. In general, children are required to attend school or an approved homeschool from the age of five or six (kindergarten or first grade) until they are 18 years old. This often brings students through the 12th grade, the final year of a U.S. high school, but some states and territories allow them to leave school earlier, at age 16 or 17. The U.S. spends more on education per student than any other country, an average of $18,614 per year per public elementary and secondary school student in 2020–2021. Among Americans age 25 and older, 92.2% graduated from high school, 62.7% attended some college, 37.7% earned a bachelor's degree, and 14.2% earned a graduate degree. The U.S. literacy rate is near-universal. The U.S. has produced the most Nobel Prize winners of any country, with 411 (having won 413 awards). U.S. tertiary or higher education has earned a global reputation. Many of the world's top universities, as listed by various ranking organizations, are in the United States, including 19 of the top 25. American higher education is dominated by state university systems, although the country's many private universities and colleges enroll about 20% of all American students. Local community colleges generally offer open admissions, lower tuition, and coursework leading to a two-year associate degree or a non-degree certificate. As for public expenditures on higher education, the U.S. spends more per student than the OECD average, and Americans spend more than all nations in combined public and private spending. Colleges and universities directly funded by the federal government do not charge tuition and are limited to military personnel and government employees, including: the U.S. service academies, the Naval Postgraduate School, and military staff colleges. Despite some student loan forgiveness programs in place, student loan debt increased by 102% between 2010 and 2020, and exceeded $1.7 trillion in 2022. Culture and society The United States is home to a wide variety of ethnic groups, traditions, and customs. The country has been described as having the values of individualism and personal autonomy, as well as a strong work ethic and competitiveness. Voluntary altruism towards others also plays a major role; according to a 2016 study by the Charities Aid Foundation, Americans donated 1.44% of total GDP to charity—the highest rate in the world by a large margin. Americans have traditionally been characterized by a unifying political belief in an "American Creed" emphasizing consent of the governed, liberty, equality under the law, democracy, social equality, property rights, and a preference for limited government. The U.S. has acquired significant hard and soft power through its diplomatic influence, economic power, military alliances, and cultural exports such as American movies, music, video games, sports, and food. The influence that the United States exerts on other countries through soft power is referred to as Americanization. Nearly all present Americans or their ancestors came from Europe, Africa, or Asia (the "Old World") within the past five centuries. Mainstream American culture is a Western culture largely derived from the traditions of European immigrants with influences from many other sources, such as traditions brought by slaves from Africa. More recent immigration from Asia and especially Latin America has added to a cultural mix that has been described as a homogenizing melting pot, and a heterogeneous salad bowl, with immigrants contributing to, and often assimilating into, mainstream American culture. Under the First Amendment to the Constitution, the United States is considered to have the strongest protections of free speech of any country. Flag desecration, hate speech, blasphemy, and lese majesty are all forms of protected expression. A 2016 Pew Research Center poll found that Americans were the most supportive of free expression of any polity measured. Additionally, they are the "most supportive of freedom of the press and the right to use the Internet without government censorship". The U.S. is a socially progressive country with permissive attitudes surrounding human sexuality. LGBTQ rights in the United States are among the most advanced by global standards. The American Dream, or the perception that Americans enjoy high levels of social mobility, plays a key role in attracting immigrants. Whether this perception is accurate has been a topic of debate. While mainstream culture holds that the United States is a classless society, scholars identify significant differences between the country's social classes, affecting socialization, language, and values. Americans tend to greatly value socioeconomic achievement, but being ordinary or average is promoted by some as a noble condition as well. The National Foundation on the Arts and the Humanities is an agency of the United States federal government that was established in 1965 with the purpose to "develop and promote a broadly conceived national policy of support for the humanities and the arts in the United States, and for institutions which preserve the cultural heritage of the United States." It is composed of four sub-agencies: Colonial American authors were influenced by John Locke and other Enlightenment philosophers. The American Revolutionary Period (1765–1783) is notable for the political writings of Benjamin Franklin, Alexander Hamilton, Thomas Paine, and Thomas Jefferson. Shortly before and after the Revolutionary War, the newspaper rose to prominence, filling a demand for anti-British national literature. An early novel is William Hill Brown's The Power of Sympathy, published in 1791. Writer and critic John Neal in the early- to mid-19th century helped advance America toward a unique literature and culture by criticizing predecessors such as Washington Irving for imitating their British counterparts, and by influencing writers such as Edgar Allan Poe, who took American poetry and short fiction in new directions. Ralph Waldo Emerson and Margaret Fuller pioneered the influential Transcendentalism movement; Henry David Thoreau, author of Walden, was influenced by this movement. The conflict surrounding abolitionism inspired writers, like Harriet Beecher Stowe, and authors of slave narratives, such as Frederick Douglass. Nathaniel Hawthorne's The Scarlet Letter (1850) explored the dark side of American history, as did Herman Melville's Moby-Dick (1851). Major American poets of the 19th century American Renaissance include Walt Whitman, Melville, and Emily Dickinson. Mark Twain was the first major American writer to be born in the West. Henry James achieved international recognition with novels like The Portrait of a Lady (1881). As literacy rates rose, periodicals published more stories centered around industrial workers, women, and the rural poor. Naturalism, regionalism, and realism were the major literary movements of the period. While modernism generally took on an international character, modernist authors working within the United States more often rooted their work in specific regions, peoples, and cultures. Following the Great Migration to northern cities, African-American and black West Indian authors of the Harlem Renaissance developed an independent tradition of literature that rebuked a history of inequality and celebrated black culture. An important cultural export during the Jazz Age, these writings were a key influence on Négritude, a philosophy emerging in the 1930s among francophone writers of the African diaspora. In the 1950s, an ideal of homogeneity led many authors to attempt to write the Great American Novel, while the Beat Generation rejected this conformity, using styles that elevated the impact of the spoken word over mechanics to describe drug use, sexuality, and the failings of society. Contemporary literature is more pluralistic than in previous eras, with the closest thing to a unifying feature being a trend toward self-conscious experiments with language. Twelve American laureates have won the Nobel Prize in Literature. Media in the United States is broadly uncensored, with the First Amendment providing significant protections, as reiterated in New York Times Co. v. United States. The four major broadcasters in the U.S. are the National Broadcasting Company (NBC), Columbia Broadcasting System (CBS), American Broadcasting Company (ABC), and Fox Broadcasting Company (Fox). The four major broadcast television networks are all commercial entities. The U.S. cable television system offers hundreds of channels catering to a variety of niches. In 2021, about 83% of Americans over age 12 listened to broadcast radio, while about 40% listened to podcasts. In the prior year, there were 15,460 licensed full-power radio stations in the U.S. according to the Federal Communications Commission (FCC). Much of the public radio broadcasting is supplied by National Public Radio (NPR), incorporated in February 1970 under the Public Broadcasting Act of 1967. U.S. newspapers with a global reach and reputation include The Wall Street Journal, The New York Times, The Washington Post, and USA Today. About 800 publications are produced in Spanish. With few exceptions, newspapers are privately owned, either by large chains such as Gannett or McClatchy, which own dozens or even hundreds of newspapers; by small chains that own a handful of papers; or, in an increasingly rare situation, by individuals or families. Major cities often have alternative newspapers to complement the mainstream daily papers, such as The Village Voice in New York City and LA Weekly in Los Angeles. The five most-visited websites in the world are Google, YouTube, Facebook, Instagram, and ChatGPT—all of them American-owned. Other popular platforms used include X (formerly Twitter) and Amazon. In 2025, the U.S. was the world's second-largest video game market by revenue (after China). In 2015, the U.S. video game industry consisted of 2,457 companies that employed around 220,000 jobs and generated $30.4 billion in revenue. There are 444 game publishers, developers, and hardware companies in California alone. According to the Game Developers Conference (GDC), the U.S. is the top location for video game development, with 58% of the world's game developers based there in 2025. The United States is well known for its theater. Mainstream theater in the United States derives from the old European theatrical tradition and has been heavily influenced by the British theater. By the middle of the 19th century, America had created new distinct dramatic forms in the Tom Shows, the showboat theater and the minstrel show. The central hub of the American theater scene is the Theater District in Manhattan, with its divisions of Broadway, off-Broadway, and off-off-Broadway. Many movie and television celebrities have gotten their big break working in New York productions. Outside New York City, many cities have professional regional or resident theater companies that produce their own seasons. The biggest-budget theatrical productions are musicals. U.S. theater has an active community theater culture. The Tony Awards recognizes excellence in live Broadway theater and are presented at an annual ceremony in Manhattan. The awards are given for Broadway productions and performances. One is also given for regional theater. Several discretionary non-competitive awards are given as well, including a Special Tony Award, the Tony Honors for Excellence in Theatre, and the Isabelle Stevenson Award. Folk art in colonial America grew out of artisanal craftsmanship in communities that allowed commonly trained people to individually express themselves. It was distinct from Europe's tradition of high art, which was less accessible and generally less relevant to early American settlers. Cultural movements in art and craftsmanship in colonial America generally lagged behind those of Western Europe. For example, the prevailing medieval style of woodworking and primitive sculpture became integral to early American folk art, despite the emergence of Renaissance styles in England in the late 16th and early 17th centuries. The new English styles would have been early enough to make a considerable impact on American folk art, but American styles and forms had already been firmly adopted. Not only did styles change slowly in early America, but there was a tendency for rural artisans there to continue their traditional forms longer than their urban counterparts did—and far longer than those in Western Europe. The Hudson River School was a mid-19th-century movement in the visual arts tradition of European naturalism. The 1913 Armory Show in New York City, an exhibition of European modernist art, shocked the public and transformed the U.S. art scene. American Realism and American Regionalism sought to reflect and give America new ways of looking at itself. Georgia O'Keeffe, Marsden Hartley, and others experimented with new and individualistic styles, which would become known as American modernism. Major artistic movements such as the abstract expressionism of Jackson Pollock and Willem de Kooning and the pop art of Andy Warhol and Roy Lichtenstein developed largely in the United States. Major photographers include Alfred Stieglitz, Edward Steichen, Dorothea Lange, Edward Weston, James Van Der Zee, Ansel Adams, and Gordon Parks. The tide of modernism and then postmodernism has brought global fame to American architects, including Frank Lloyd Wright, Philip Johnson, and Frank Gehry. The Metropolitan Museum of Art in Manhattan is the largest art museum in the United States and the fourth-largest in the world. American folk music encompasses numerous music genres, variously known as traditional music, traditional folk music, contemporary folk music, or roots music. Many traditional songs have been sung within the same family or folk group for generations, and sometimes trace back to such origins as the British Isles, mainland Europe, or Africa. The rhythmic and lyrical styles of African-American music in particular have influenced American music. Banjos were brought to America through the slave trade. Minstrel shows incorporating the instrument into their acts led to its increased popularity and widespread production in the 19th century. The electric guitar, first invented in the 1930s, and mass-produced by the 1940s, had an enormous influence on popular music, in particular due to the development of rock and roll. The synthesizer, turntablism, and electronic music were also largely developed in the U.S. Elements from folk idioms such as the blues and old-time music were adopted and transformed into popular genres with global audiences. Jazz grew from blues and ragtime in the early 20th century, developing from the innovations and recordings of composers such as W.C. Handy and Jelly Roll Morton. Louis Armstrong and Duke Ellington increased its popularity early in the 20th century. Country music developed in the 1920s, bluegrass and rhythm and blues in the 1940s, and rock and roll in the 1950s. In the 1960s, Bob Dylan emerged from the folk revival to become one of the country's most celebrated songwriters. The musical forms of punk and hip hop both originated in the United States in the 1970s. The United States has the world's largest music market, with a total retail value of $15.9 billion in 2022. Most of the world's major record companies are based in the U.S.; they are represented by the Recording Industry Association of America (RIAA). Mid-20th-century American pop stars, such as Frank Sinatra and Elvis Presley, became global celebrities and best-selling music artists, as have artists of the late 20th century, such as Michael Jackson, Madonna, Whitney Houston, and Mariah Carey, and of the early 21st century, such as Eminem, Britney Spears, Lady Gaga, Katy Perry, Taylor Swift and Beyoncé. The United States has the world's largest apparel market by revenue. Apart from professional business attire, American fashion is eclectic and predominantly informal. Americans' diverse cultural roots are reflected in their clothing; however, sneakers, jeans, T-shirts, and baseball caps are emblematic of American styles. New York, with its Fashion Week, is considered to be one of the "Big Four" global fashion capitals, along with Paris, Milan, and London. A study demonstrated that general proximity to Manhattan's Garment District has been synonymous with American fashion since its inception in the early 20th century. A number of well-known designer labels, among them Tommy Hilfiger, Ralph Lauren, Tom Ford and Calvin Klein, are headquartered in Manhattan. Labels cater to niche markets, such as preteens. New York Fashion Week is one of the most influential fashion shows in the world, and is held twice each year in Manhattan; the annual Met Gala, also in Manhattan, has been called the fashion world's "biggest night". The U.S. film industry has a worldwide influence and following. Hollywood, a district in central Los Angeles, the nation's second-most populous city, is also metonymous for the American filmmaking industry. The major film studios of the United States are the primary source of the most commercially successful movies selling the most tickets in the world. Largely centered in the New York City region from its beginnings in the late 19th century through the first decades of the 20th century, the U.S. film industry has since been primarily based in and around Hollywood. Nonetheless, American film companies have been subject to the forces of globalization in the 21st century, and an increasing number of films are made elsewhere. The Academy Awards, popularly known as "the Oscars", have been held annually by the Academy of Motion Picture Arts and Sciences since 1929, and the Golden Globe Awards have been held annually since January 1944. The industry peaked in what is commonly referred to as the "Golden Age of Hollywood", from the early sound period until the early 1960s, with screen actors such as John Wayne and Marilyn Monroe becoming iconic figures. In the 1970s, "New Hollywood", or the "Hollywood Renaissance", was defined by grittier films influenced by French and Italian realist pictures of the post-war period. The 21st century has been marked by the rise of American streaming platforms, which came to rival traditional cinema. Early settlers were introduced by Native Americans to foods such as turkey, sweet potatoes, corn, squash, and maple syrup. Of the most enduring and pervasive examples are variations of the native dish called succotash. Early settlers and later immigrants combined these with foods they were familiar with, such as wheat flour, beef, and milk, to create a distinctive American cuisine. New World crops, especially pumpkin, corn, potatoes, and turkey as the main course are part of a shared national menu on Thanksgiving, when many Americans prepare or purchase traditional dishes to celebrate the occasion. Characteristic American dishes such as apple pie, fried chicken, doughnuts, french fries, macaroni and cheese, ice cream, hamburgers, hot dogs, and American pizza derive from the recipes of various immigrant groups. Mexican dishes such as burritos and tacos preexisted the United States in areas later annexed from Mexico, and adaptations of Chinese cuisine as well as pasta dishes freely adapted from Italian sources are all widely consumed. American chefs have had a significant impact on society both domestically and internationally. In 1946, the Culinary Institute of America was founded by Katharine Angell and Frances Roth. This would become the United States' most prestigious culinary school, where many of the most talented American chefs would study prior to successful careers. The United States restaurant industry was projected at $899 billion in sales for 2020, and employed more than 15 million people, representing 10% of the nation's workforce directly. It is the country's second-largest private employer and the third-largest employer overall. The United States is home to over 220 Michelin star-rated restaurants, 70 of which are in New York City. Wine has been produced in what is now the United States since the 1500s, with the first widespread production beginning in what is now New Mexico in 1628. In the modern U.S., wine production is undertaken in all fifty states, with California producing 84 percent of all U.S. wine. With more than 1,100,000 acres (4,500 km2) under vine, the United States is the fourth-largest wine-producing country in the world, after Italy, Spain, and France. The classic American diner, a casual restaurant type originally intended for the working class, emerged during the 19th century from converted railroad dining cars made stationary. The diner soon evolved into purpose-built structures whose number expanded greatly in the 20th century. The American fast-food industry developed alongside the nation's car culture. American restaurants developed the drive-in format in the 1920s, which they began to replace with the drive-through format by the 1940s. American fast-food restaurant chains, such as McDonald's, Burger King, Chick-fil-A, Kentucky Fried Chicken, Dunkin' Donuts and many others, have numerous outlets around the world. The most popular spectator sports in the U.S. are American football, basketball, baseball, soccer, and ice hockey. Their premier leagues are, respectively, the National Football League, the National Basketball Association, Major League Baseball, Major League Soccer, and the National Hockey League, All these leagues enjoy wide-ranging domestic media coverage and, except for the MLS, all are considered the preeminent leagues in their respective sports in the world. While most major U.S. sports such as baseball and American football have evolved out of European practices, basketball, volleyball, skateboarding, and snowboarding are American inventions, many of which have become popular worldwide. Lacrosse and surfing arose from Native American and Native Hawaiian activities that predate European contact. The market for professional sports in the United States was approximately $69 billion in July 2013, roughly 50% larger than that of Europe, the Middle East, and Africa combined. American football is by several measures the most popular spectator sport in the United States. Although American football does not have a substantial following in other nations, the NFL does have the highest average attendance (67,254) of any professional sports league in the world. In the year 2024, the NFL generated over $23 billion, making them the most valued professional sports league in the United States and the world. Baseball has been regarded as the U.S. "national sport" since the late 19th century. The most-watched individual sports in the U.S. are golf and auto racing, particularly NASCAR and IndyCar. On the collegiate level, earnings for the member institutions exceed $1 billion annually, and college football and basketball attract large audiences, as the NCAA March Madness tournament and the College Football Playoff are some of the most watched national sporting events. In the U.S., the intercollegiate sports level serves as the main feeder system for professional and Olympic sports, with significant exceptions such as Minor League Baseball. This differs greatly from practices in nearly all other countries, where publicly and privately funded sports organizations serve this function. Eight Olympic Games have taken place in the United States. The 1904 Summer Olympics in St. Louis, Missouri, were the first-ever Olympic Games held outside of Europe. The Olympic Games will be held in the U.S. for a ninth time when Los Angeles hosts the 2028 Summer Olympics. U.S. athletes have won a total of 2,968 medals (1,179 gold) at the Olympic Games, the most of any country. In other international competition, the United States is the home of a number of prestigious events, including the America's Cup, World Baseball Classic, the U.S. Open, and the Masters Tournament. The U.S. men's national soccer team has qualified for eleven World Cups, while the women's national team has won the FIFA Women's World Cup and Olympic soccer tournament four and five times, respectively. The 1999 FIFA Women's World Cup was hosted by the United States. Its final match was attended by 90,185, setting the world record for largest women's sporting event crowd at the time. The United States hosted the 1994 FIFA World Cup and will co-host, along with Canada and Mexico, the 2026 FIFA World Cup. See also Notes References This article incorporates text from a free content work. Licensed under CC BY-SA IGO 3.0 (license statement/permission). Text taken from World Food and Agriculture – Statistical Yearbook 2023​, FAO, FAO. External links 40°N 100°W / 40°N 100°W / 40; -100 (United States of America)
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Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=XAI_(company)&oldid=1339348828] | [TOKENS: 1856]
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links
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[SOURCE: https://www.reddit.com/r/gifs/] | [TOKENS: 673]
r/gifs I drew this pixel art animation in memory of Peanut the Squirrel [OC] New Block #48 (Migration Department, Part 2) in Floor796 [OC] Collection of ceramic works I've created during the year Abandoned car u/aleha_84 • Abandoned car "Taaake it niiice an- da fuq?" u/Shmuckle2 • "Taaake it niiice an- da fuq?" Red Pockets, Lion Dance! Blasting Off Into the Lunar New Year! u/genghiskwanquer • Red Pockets, Lion Dance! Blasting Off Into the Lunar New Year! Anyone can view, post, and comment to this community r/gifs Rules No Reposts or Recent Popular Crossposts Do not post gifs that have already appeared on r/gifs . Moderators may allow gifs that have gotten an extremely low score in the past, but that is not guaranteed. Do not post gifs that have gotten more than 1500 points (at the time of posting) elsewhere on reddit in the last two weeks. This includes videos converted to gif formats. Cross-posts after this time are allowed. Please use Karma Decay to see if your GIF has already been submitted. Frequent violations will result in a ban. No Reaction, HIFW, Analogy, Cakeday, Upvote gifs There are already subreddits more suited for this kind of content. Better suited to video/Longer than 20 seconds Incredibly long gifs or content much better suited to video formats will be removed. Duration must be twenty seconds or less. We may allow multiple cuts and/or gifs upto a minute long depending on the popularity of a post. Sound, text boxes, and gifs that heavily depend on captions are still not allowed. Direct image links REQUIRED No links to image pages or albums are allowed, your submission must be a single gif image. Direct links that end in .gif, .gifv, .ogg, .mp4, and .webm format only. URL-shorteners are NOT allowed in posts or comments! No depictions of real-life harassment or assault There are other subreddits dedicated to this kind of content. No witch-hunts or brigading Do not encourage any online or real-life harassment, and don't encourage people to downvote other posts/comments. No nudity, porn, gore, or other obscene material allowed. These are not allowed in posts or comments - No exceptions. If it can get you fired then it should not be here. Failure to comply will result in removal of post and banning. There are other subreddits dedicated to NSFW content. Please mark risque posts and comments as NSFW. Titles must be descriptive Do not make submissions with the title "This", "This is my favorite gif", etc. No hate speech of any kind Racist, sexist, homophobic, or otherwise abusive submissions or comments will result in an immediate ban. READ MORE HERE Breaks Reddit rules/redditquette Please familiarize yourself with the official rules and reddiquette. We will remove any posts violating reddit's actual official rules (spam, personal information, vote manipulation, etc.) and reddiquette just makes reddit a better place to visit. Not animated Submissions that are static images, are not allowed. Moderators Installed Apps
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[SOURCE: https://en.wikipedia.org/wiki/Internet#Service_tiers] | [TOKENS: 9291]
Contents Internet The Internet (or internet)[a] is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP)[b] to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, discussion groups, internet telephony, streaming media and file sharing. Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries. The origins of the Internet date back to research that enabled the time-sharing of computer resources, the development of packet switching, and the design of computer networks for data communication. The set of communication protocols to enable internetworking on the Internet arose from research and development commissioned in the 1970s by the Defense Advanced Research Projects Agency (DARPA) of the United States Department of Defense in collaboration with universities and researchers across the United States and in the United Kingdom and France. The Internet has no single centralized governance in either technological implementation or policies for access and usage. Each constituent network sets its own policies. The overarching definitions of the two principal name spaces on the Internet, the Internet Protocol address (IP address) space and the Domain Name System (DNS), are directed by a maintainer organization, the Internet Corporation for Assigned Names and Numbers (ICANN). The technical underpinning and standardization of the core protocols is an activity of the non-profit Internet Engineering Task Force (IETF). Terminology The word internetted was used as early as 1849, meaning interconnected or interwoven. The word Internet was used in 1945 by the United States War Department in a radio operator's manual, and in 1974 as the shorthand form of Internetwork. Today, the term Internet most commonly refers to the global system of interconnected computer networks, though it may also refer to any group of smaller networks. The word Internet may be capitalized as a proper noun, although this is becoming less common. This reflects the tendency in English to capitalize new terms and move them to lowercase as they become familiar. The word is sometimes still capitalized to distinguish the global internet from smaller networks, though many publications, including the AP Stylebook since 2016, recommend the lowercase form in every case. In 2016, the Oxford English Dictionary found that, based on a study of around 2.5 billion printed and online sources, "Internet" was capitalized in 54% of cases. The terms Internet and World Wide Web are often used interchangeably; it is common to speak of "going on the Internet" when using a web browser to view web pages. However, the World Wide Web, or the Web, is only one of a large number of Internet services. It is the global collection of web pages, documents and other web resources linked by hyperlinks and URLs. History In the 1960s, computer scientists began developing systems for time-sharing of computer resources. J. C. R. Licklider proposed the idea of a universal network while working at Bolt Beranek & Newman and, later, leading the Information Processing Techniques Office at the Advanced Research Projects Agency (ARPA) of the United States Department of Defense. Research into packet switching,[c] one of the fundamental Internet technologies, started in the work of Paul Baran at RAND in the early 1960s and, independently, Donald Davies at the United Kingdom's National Physical Laboratory in 1965. After the Symposium on Operating Systems Principles in 1967, packet switching from the proposed NPL network was incorporated into the design of the ARPANET, an experimental resource sharing network proposed by ARPA. ARPANET development began with two network nodes which were interconnected between the University of California, Los Angeles and the Stanford Research Institute on 29 October 1969. The third site was at the University of California, Santa Barbara, followed by the University of Utah. By the end of 1971, 15 sites were connected to the young ARPANET. Thereafter, the ARPANET gradually developed into a decentralized communications network, connecting remote centers and military bases in the United States. Other user networks and research networks, such as the Merit Network and CYCLADES, were developed in the late 1960s and early 1970s. Early international collaborations for the ARPANET were rare. Connections were made in 1973 to Norway (NORSAR and, later, NDRE) and to Peter Kirstein's research group at University College London, which provided a gateway to British academic networks, the first internetwork for resource sharing. ARPA projects, the International Network Working Group and commercial initiatives led to the development of various protocols and standards by which multiple separate networks could become a single network, or a network of networks. In 1974, Vint Cerf at Stanford University and Bob Kahn at DARPA published a proposal for "A Protocol for Packet Network Intercommunication". Cerf and his graduate students used the term internet as a shorthand for internetwork in RFC 675. The Internet Experiment Notes and later RFCs repeated this use. The work of Louis Pouzin and Robert Metcalfe had important influences on the resulting TCP/IP design. National PTTs and commercial providers developed the X.25 standard and deployed it on public data networks. The ARPANET initially served as a backbone for the interconnection of regional academic and military networks in the United States to enable resource sharing. Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) funded the Computer Science Network (CSNET). In 1982, the Internet Protocol Suite (TCP/IP) was standardized, which facilitated worldwide proliferation of interconnected networks. TCP/IP network access expanded again in 1986 when the National Science Foundation Network (NSFNet) provided access to supercomputer sites in the United States for researchers, first at speeds of 56 kbit/s and later at 1.5 Mbit/s and 45 Mbit/s. The NSFNet expanded into academic and research organizations in Europe, Australia, New Zealand and Japan in 1988–89. Although other network protocols such as UUCP and PTT public data networks had global reach well before this time, this marked the beginning of the Internet as an intercontinental network. Commercial Internet service providers emerged in 1989 in the United States and Australia. The ARPANET was decommissioned in 1990. The linking of commercial networks and enterprises by the early 1990s, as well as the advent of the World Wide Web, marked the beginning of the transition to the modern Internet. Steady advances in semiconductor technology and optical networking created new economic opportunities for commercial involvement in the expansion of the network in its core and for delivering services to the public. In mid-1989, MCI Mail and Compuserve established connections to the Internet, delivering email and public access products to the half million users of the Internet. Just months later, on 1 January 1990, PSInet launched an alternate Internet backbone for commercial use; one of the networks that added to the core of the commercial Internet of later years. In March 1990, the first high-speed T1 (1.5 Mbit/s) link between the NSFNET and Europe was installed between Cornell University and CERN, allowing much more robust communications than were capable with satellites. Later in 1990, Tim Berners-Lee began writing WorldWideWeb, the first web browser, after two years of lobbying CERN management. By Christmas 1990, Berners-Lee had built all the tools necessary for a working Web: the HyperText Transfer Protocol (HTTP) 0.9, the HyperText Markup Language (HTML), the first Web browser (which was also an HTML editor and could access Usenet newsgroups and FTP files), the first HTTP server software (later known as CERN httpd), the first web server, and the first Web pages that described the project itself. In 1991 the Commercial Internet eXchange was founded, allowing PSInet to communicate with the other commercial networks CERFnet and Alternet. Stanford Federal Credit Union was the first financial institution to offer online Internet banking services to all of its members in October 1994. In 1996, OP Financial Group, also a cooperative bank, became the second online bank in the world and the first in Europe. By 1995, the Internet was fully commercialized in the U.S. when the NSFNet was decommissioned, removing the last restrictions on use of the Internet to carry commercial traffic. As technology advanced and commercial opportunities fueled reciprocal growth, the volume of Internet traffic started experiencing similar characteristics as that of the scaling of MOS transistors, exemplified by Moore's law, doubling every 18 months. This growth, formalized as Edholm's law, was catalyzed by advances in MOS technology, laser light wave systems, and noise performance. Since 1995, the Internet has tremendously impacted culture and commerce, including the rise of near-instant communication by email, instant messaging, telephony (Voice over Internet Protocol or VoIP), two-way interactive video calls, and the World Wide Web. Increasing amounts of data are transmitted at higher and higher speeds over fiber optic networks operating at 1 Gbit/s, 10 Gbit/s, or more. The Internet continues to grow, driven by ever-greater amounts of online information and knowledge, commerce, entertainment and social networking services. During the late 1990s, it was estimated that traffic on the public Internet grew by 100 percent per year, while the mean annual growth in the number of Internet users was thought to be between 20% and 50%. This growth is often attributed to the lack of central administration, which allows organic growth of the network, as well as the non-proprietary nature of the Internet protocols, which encourages vendor interoperability and prevents any one company from exerting too much control over the network. In November 2006, the Internet was included on USA Today's list of the New Seven Wonders. As of 31 March 2011[update], the estimated total number of Internet users was 2.095 billion (30% of world population). It is estimated that in 1993 the Internet carried only 1% of the information flowing through two-way telecommunication. By 2000 this figure had grown to 51%, and by 2007 more than 97% of all telecommunicated information was carried over the Internet. Modern smartphones can access the Internet through cellular carrier networks, and internet usage by mobile and tablet devices exceeded desktop worldwide for the first time in October 2016. As of 2018[update], 80% of the world's population were covered by a 4G network. The International Telecommunication Union (ITU) estimated that, by the end of 2017, 48% of individual users regularly connect to the Internet, up from 34% in 2012. Mobile Internet connectivity has played an important role in expanding access in recent years, especially in Asia and the Pacific and in Africa. The number of unique mobile cellular subscriptions increased from 3.9 billion in 2012 to 4.8 billion in 2016, two-thirds of the world's population, with more than half of subscriptions located in Asia and the Pacific. The limits that users face on accessing information via mobile applications coincide with a broader process of fragmentation of the Internet. Fragmentation restricts access to media content and tends to affect the poorest users the most. One solution, zero-rating, is the practice of Internet service providers allowing users free connectivity to access specific content or applications without cost. Social impact The Internet has enabled new forms of social interaction, activities, and social associations, giving rise to the scholarly study of the sociology of the Internet. Between 2000 and 2009, the number of Internet users globally rose from 390 million to 1.9 billion. By 2010, 22% of the world's population had access to computers with 1 billion Google searches every day, 300 million Internet users reading blogs, and 2 billion videos viewed daily on YouTube. In 2014 the world's Internet users surpassed 3 billion or 44 percent of world population, but two-thirds came from the richest countries, with 78 percent of Europeans using the Internet, followed by 57 percent of the Americas. However, by 2018, Asia alone accounted for 51% of all Internet users, with 2.2 billion out of the 4.3 billion Internet users in the world. China's Internet users surpassed a major milestone in 2018, when the country's Internet regulatory authority, China Internet Network Information Centre, announced that China had 802 million users. China was followed by India, with some 700 million users, with the United States third with 275 million users. However, in terms of penetration, in 2022, China had a 70% penetration rate compared to India's 60% and the United States's 90%. In 2022, 54% of the world's Internet users were based in Asia, 14% in Europe, 7% in North America, 10% in Latin America and the Caribbean, 11% in Africa, 4% in the Middle East and 1% in Oceania. In 2019, Kuwait, Qatar, the Falkland Islands, Bermuda and Iceland had the highest Internet penetration by the number of users, with 93% or more of the population with access. As of 2022, it was estimated that 5.4 billion people use the Internet, more than two-thirds of the world's population. Early computer systems were limited to the characters in the American Standard Code for Information Interchange (ASCII), a subset of the Latin alphabet. After English (27%), the most requested languages on the World Wide Web are Chinese (25%), Spanish (8%), Japanese (5%), Portuguese and German (4% each), Arabic, French and Russian (3% each), and Korean (2%). Modern character encoding standards, such as Unicode, allow for development and communication in the world's widely used languages. However, some glitches such as mojibake (incorrect display of some languages' characters) still remain. Several neologisms exist that refer to Internet users: Netizen (as in "citizen of the net") refers to those actively involved in improving online communities, the Internet in general or surrounding political affairs and rights such as free speech, Internaut refers to operators or technically highly capable users of the Internet, digital citizen refers to a person using the Internet in order to engage in society, politics, and government participation. The Internet allows greater flexibility in working hours and location, especially with the spread of unmetered high-speed connections. The Internet can be accessed almost anywhere by numerous means, including through mobile Internet devices. Mobile phones, datacards, handheld game consoles and cellular routers allow users to connect to the Internet wirelessly.[citation needed] Educational material at all levels from pre-school (e.g. CBeebies) to post-doctoral (e.g. scholarly literature through Google Scholar) is available on websites. The internet has facilitated the development of virtual universities and distance education, enabling both formal and informal education. The Internet allows researchers to conduct research remotely via virtual laboratories, with profound changes in reach and generalizability of findings as well as in communication between scientists and in the publication of results. By the late 2010s the Internet had been described as "the main source of scientific information "for the majority of the global North population".: 111 Wikis have also been used in the academic community for sharing and dissemination of information across institutional and international boundaries. In those settings, they have been found useful for collaboration on grant writing, strategic planning, departmental documentation, and committee work. The United States Patent and Trademark Office uses a wiki to allow the public to collaborate on finding prior art relevant to examination of pending patent applications. Queens, New York has used a wiki to allow citizens to collaborate on the design and planning of a local park. The English Wikipedia has the largest user base among wikis on the World Wide Web and ranks in the top 10 among all sites in terms of traffic. The Internet has been a major outlet for leisure activity since its inception, with entertaining social experiments such as MUDs and MOOs being conducted on university servers, and humor-related Usenet groups receiving much traffic. Many Internet forums have sections devoted to games and funny videos. Another area of leisure activity on the Internet is multiplayer gaming. This form of recreation creates communities, where people of all ages and origins enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing video games to online gambling. While online gaming has been around since the 1970s, modern modes of online gaming began with subscription services such as GameSpy and MPlayer. Streaming media is the real-time delivery of digital media for immediate consumption or enjoyment by end users. Streaming companies (such as Netflix, Disney+, Amazon's Prime Video, Mubi, Hulu, and Apple TV+) now dominate the entertainment industry, eclipsing traditional broadcasters. Audio streamers such as Spotify and Apple Music also have significant market share in the audio entertainment market. Video sharing websites are also a major factor in the entertainment ecosystem. YouTube was founded on 15 February 2005 and is now the leading website for free streaming video with more than two billion users. It uses a web player to stream and show video files. YouTube users watch hundreds of millions, and upload hundreds of thousands, of videos daily. Other video sharing websites include Vimeo, Instagram and TikTok.[citation needed] Although many governments have attempted to restrict both Internet pornography and online gambling, this has generally failed to stop their widespread popularity. A number of advertising-funded ostensible video sharing websites known as "tube sites" have been created to host shared pornographic video content. Due to laws requiring the documentation of the origin of pornography, these websites now largely operate in conjunction with pornographic movie studios and their own independent creator networks, acting as de-facto video streaming services. Major players in this field include the market leader Aylo, the operator of PornHub and numerous other branded sites, as well as other independent operators such as xHamster and Xvideos. As of 2023[update], Internet traffic to pornographic video sites rivalled that of mainstream video streaming and sharing services. Remote work is facilitated by tools such as groupware, virtual private networks, conference calling, videotelephony, and VoIP so that work may be performed from any location, such as the worker's home.[citation needed] The spread of low-cost Internet access in developing countries has opened up new possibilities for peer-to-peer charities, which allow individuals to contribute small amounts to charitable projects for other individuals. Websites, such as DonorsChoose and GlobalGiving, allow small-scale donors to direct funds to individual projects of their choice. A popular twist on Internet-based philanthropy is the use of peer-to-peer lending for charitable purposes. Kiva pioneered this concept in 2005, offering the first web-based service to publish individual loan profiles for funding. The low cost and nearly instantaneous sharing of ideas, knowledge, and skills have made collaborative work dramatically easier, with the help of collaborative software, which allow groups to easily form, cheaply communicate, and share ideas. An example of collaborative software is the free software movement, which has produced, among other things, Linux, Mozilla Firefox, and OpenOffice.org (later forked into LibreOffice).[citation needed] Content management systems allow collaborating teams to work on shared sets of documents simultaneously without accidentally destroying each other's work.[citation needed] The internet also allows for cloud computing, virtual private networks, remote desktops, and remote work.[citation needed] The online disinhibition effect describes the tendency of many individuals to behave more stridently or offensively online than they would in person. A significant number of feminist women have been the target of various forms of harassment, including insults and hate speech, to, in extreme cases, rape and death threats, in response to posts they have made on social media. Social media companies have been criticized in the past for not doing enough to aid victims of online abuse. Children also face dangers online such as cyberbullying and approaches by sexual predators, who sometimes pose as children themselves. Due to naivety, they may also post personal information about themselves online, which could put them or their families at risk unless warned not to do so. Many parents choose to enable Internet filtering or supervise their children's online activities in an attempt to protect their children from pornography or violent content on the Internet. The most popular social networking services commonly forbid users under the age of 13. However, these policies can be circumvented by registering an account with a false birth date, and a significant number of children aged under 13 join such sites.[citation needed] Social networking services for younger children, which claim to provide better levels of protection for children, also exist. Internet usage has been correlated to users' loneliness. Lonely people tend to use the Internet as an outlet for their feelings and to share their stories with others, such as in the "I am lonely will anyone speak to me" thread.[citation needed] Cyberslacking can become a drain on corporate resources; employees spend a significant amount of time surfing the Web while at work. Internet addiction disorder is excessive computer use that interferes with daily life. Nicholas G. Carr believes that Internet use has other effects on individuals, for instance improving skills of scan-reading and interfering with the deep thinking that leads to true creativity. Electronic business encompasses business processes spanning the entire value chain: purchasing, supply chain management, marketing, sales, customer service, and business relationship. E-commerce seeks to add revenue streams using the Internet to build and enhance relationships with clients and partners. According to International Data Corporation, the size of worldwide e-commerce, when global business-to-business and -consumer transactions are combined, equate to $16 trillion in 2013. A report by Oxford Economics added those two together to estimate the total size of the digital economy at $20.4 trillion, equivalent to roughly 13.8% of global sales. While much has been written of the economic advantages of Internet-enabled commerce, there is also evidence that some aspects of the Internet such as maps and location-aware services may serve to reinforce economic inequality and the digital divide. Electronic commerce may be responsible for consolidation and the decline of mom-and-pop, brick and mortar businesses resulting in increases in income inequality. A 2013 Institute for Local Self-Reliance report states that brick-and-mortar retailers employ 47 people for every $10 million in sales, while Amazon employs only 14. Similarly, the 700-employee room rental start-up Airbnb was valued at $10 billion in 2014, about half as much as Hilton Worldwide, which employs 152,000 people. At that time, Uber employed 1,000 full-time employees and was valued at $18.2 billion, about the same valuation as Avis Rent a Car and The Hertz Corporation combined, which together employed almost 60,000 people. Advertising on popular web pages can be lucrative, and e-commerce. Online advertising is a form of marketing and advertising which uses the Internet to deliver promotional marketing messages to consumers. It includes email marketing, search engine marketing (SEM), social media marketing, many types of display advertising (including web banner advertising), and mobile advertising. In 2011, Internet advertising revenues in the United States surpassed those of cable television and nearly exceeded those of broadcast television.: 19 Many common online advertising practices are controversial and increasingly subject to regulation. The Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States was notable for its success in soliciting donation via the Internet. Many political groups use the Internet to achieve a new method of organizing for carrying out their mission, having given rise to Internet activism. Social media websites, such as Facebook and Twitter, helped people organize the Arab Spring, by helping activists organize protests, communicate grievances, and disseminate information. Many have understood the Internet as an extension of the Habermasian notion of the public sphere, observing how network communication technologies provide something like a global civic forum. However, incidents of politically motivated Internet censorship have now been recorded in many countries, including western democracies. E-government is the use of technological communications devices, such as the Internet, to provide public services to citizens and other persons in a country or region. E-government offers opportunities for more direct and convenient citizen access to government and for government provision of services directly to citizens. Cybersectarianism is a new organizational form that involves: highly dispersed small groups of practitioners that may remain largely anonymous within the larger social context and operate in relative secrecy, while still linked remotely to a larger network of believers who share a set of practices and texts, and often a common devotion to a particular leader. Overseas supporters provide funding and support; domestic practitioners distribute tracts, participate in acts of resistance, and share information on the internal situation with outsiders. Collectively, members and practitioners of such sects construct viable virtual communities of faith, exchanging personal testimonies and engaging in the collective study via email, online chat rooms, and web-based message boards. In particular, the British government has raised concerns about the prospect of young British Muslims being indoctrinated into Islamic extremism by material on the Internet, being persuaded to join terrorist groups such as the so-called "Islamic State", and then potentially committing acts of terrorism on returning to Britain after fighting in Syria or Iraq.[citation needed] Applications and services The Internet carries many applications and services, most prominently the World Wide Web, including social media, electronic mail, mobile applications, multiplayer online games, Internet telephony, file sharing, and streaming media services. The World Wide Web is a global collection of documents, images, multimedia, applications, and other resources, logically interrelated by hyperlinks and referenced with Uniform Resource Identifiers (URIs), which provide a global system of named references. URIs symbolically identify services, web servers, databases, and the documents and resources that they can provide. HyperText Transfer Protocol (HTTP) is the main access protocol of the World Wide Web. Web services also use HTTP for communication between software systems for information transfer, sharing and exchanging business data and logistics and is one of many languages or protocols that can be used for communication on the Internet. World Wide Web browser software, such as Microsoft Edge, Mozilla Firefox, Opera, Apple's Safari, and Google Chrome, enable users to navigate from one web page to another via the hyperlinks embedded in the documents. These documents may also contain computer data, including graphics, sounds, text, video, multimedia and interactive content. Client-side scripts can include animations, games, office applications and scientific demonstrations. Email is an important communications service available via the Internet. The concept of sending electronic text messages between parties, analogous to mailing letters or memos, predates the creation of the Internet. Internet telephony is a common communications service realized with the Internet. The name of the principal internetworking protocol, the Internet Protocol, lends its name to voice over Internet Protocol (VoIP).[citation needed] VoIP systems now dominate many markets, being as easy and convenient as a traditional telephone, while having substantial cost savings, especially over long distances. File sharing is the practice of transferring large amounts of data in the form of computer files across the Internet, for example via file servers. The load of bulk downloads to many users can be eased by the use of "mirror" servers or peer-to-peer networks. Access to the file may be controlled by user authentication, the transit of the file over the Internet may be obscured by encryption, and money may change hands for access to the file. The price can be paid by the remote charging of funds from, for example, a credit card whose details are also passed—usually fully encrypted—across the Internet. The origin and authenticity of the file received may be checked by a digital signature. Governance The Internet is a global network that comprises many voluntarily interconnected autonomous networks. It operates without a central governing body. The technical underpinning and standardization of the core protocols (IPv4 and IPv6) is an activity of the Internet Engineering Task Force (IETF), a non-profit organization of loosely affiliated international participants that anyone may associate with by contributing technical expertise. While the hardware components in the Internet infrastructure can often be used to support other software systems, it is the design and the standardization process of the software that characterizes the Internet and provides the foundation for its scalability and success. The responsibility for the architectural design of the Internet software systems has been assumed by the IETF. The IETF conducts standard-setting work groups, open to any individual, about the various aspects of Internet architecture. The resulting contributions and standards are published as Request for Comments (RFC) documents on the IETF web site. The principal methods of networking that enable the Internet are contained in specially designated RFCs that constitute the Internet Standards. Other less rigorous documents are simply informative, experimental, or historical, or document the best current practices when implementing Internet technologies. To maintain interoperability, the principal name spaces of the Internet are administered by the Internet Corporation for Assigned Names and Numbers (ICANN). ICANN is governed by an international board of directors drawn from across the Internet technical, business, academic, and other non-commercial communities. The organization coordinates the assignment of unique identifiers for use on the Internet, including domain names, IP addresses, application port numbers in the transport protocols, and many other parameters. Globally unified name spaces are essential for maintaining the global reach of the Internet. This role of ICANN distinguishes it as perhaps the only central coordinating body for the global Internet. The National Telecommunications and Information Administration, an agency of the United States Department of Commerce, had final approval over changes to the DNS root zone until the IANA stewardship transition on 1 October 2016. Regional Internet registries (RIRs) were established for five regions of the world to assign IP address blocks and other Internet parameters to local registries, such as Internet service providers, from a designated pool of addresses set aside for each region:[citation needed] The Internet Society (ISOC) was founded in 1992 with a mission to "assure the open development, evolution and use of the Internet for the benefit of all people throughout the world". Its members include individuals as well as corporations, organizations, governments, and universities. Among other activities ISOC provides an administrative home for a number of less formally organized groups that are involved in developing and managing the Internet, including: the Internet Engineering Task Force (IETF), Internet Architecture Board (IAB), Internet Engineering Steering Group (IESG), Internet Research Task Force (IRTF), and Internet Research Steering Group (IRSG). On 16 November 2005, the United Nations-sponsored World Summit on the Information Society in Tunis established the Internet Governance Forum (IGF) to discuss Internet-related issues.[citation needed] Infrastructure The communications infrastructure of the Internet consists of its hardware components and a system of software layers that control various aspects of the architecture. As with any computer network, the Internet physically consists of routers, media (such as cabling and radio links), repeaters, and modems. However, as an example of internetworking, many of the network nodes are not necessarily Internet equipment per se. Internet packets are carried by other full-fledged networking protocols, with the Internet acting as a homogeneous networking standard, running across heterogeneous hardware, with the packets guided to their destinations by IP routers.[citation needed] Internet service providers (ISPs) establish worldwide connectivity between individual networks at various levels of scope. At the top of the routing hierarchy are the tier 1 networks, large telecommunication companies that exchange traffic directly with each other via very high speed fiber-optic cables and governed by peering agreements. Tier 2 and lower-level networks buy Internet transit from other providers to reach at least some parties on the global Internet, though they may also engage in peering. End-users who only access the Internet when needed to perform a function or obtain information, represent the bottom of the routing hierarchy.[citation needed] An ISP may use a single upstream provider for connectivity, or implement multihoming to achieve redundancy and load balancing. Internet exchange points are major traffic exchanges with physical connections to multiple ISPs. Large organizations, such as academic institutions, large enterprises, and governments, may perform the same function as ISPs, engaging in peering and purchasing transit on behalf of their internal networks. Research networks tend to interconnect with large subnetworks such as GEANT, GLORIAD, Internet2, and the UK's national research and education network, JANET.[citation needed] Common methods of Internet access by users include broadband over coaxial cable, fiber optics or copper wires, Wi-Fi, satellite, and cellular telephone technology.[citation needed] Grassroots efforts have led to wireless community networks. Commercial Wi-Fi services that cover large areas are available in many cities, such as New York, London, Vienna, Toronto, San Francisco, Philadelphia, Chicago and Pittsburgh. Most servers that provide internet services are today hosted in data centers, and content is often accessed through high-performance content delivery networks. Colocation centers often host private peering connections between their customers, internet transit providers, cloud providers, meet-me rooms for connecting customers together, Internet exchange points, and landing points and terminal equipment for fiber optic submarine communication cables, connecting the internet. Internet Protocol Suite The Internet standards describe a framework known as the Internet protocol suite (also called TCP/IP, based on the first two components.) This is a suite of protocols that are ordered into a set of four conceptional layers by the scope of their operation, originally documented in RFC 1122 and RFC 1123:[citation needed] The most prominent component of the Internet model is the Internet Protocol. IP enables internetworking, essentially establishing the Internet itself. Two versions of the Internet Protocol exist, IPv4 and IPv6.[citation needed] Aside from the complex array of physical connections that make up its infrastructure, the Internet is facilitated by bi- or multi-lateral commercial contracts (e.g., peering agreements), and by technical specifications or protocols that describe the exchange of data over the network.[citation needed] For locating individual computers on the network, the Internet provides IP addresses. IP addresses are used by the Internet infrastructure to direct internet packets to their destinations. They consist of fixed-length numbers, which are found within the packet. IP addresses are generally assigned to equipment either automatically via Dynamic Host Configuration Protocol, or are configured.[citation needed] Domain Name Systems convert user-inputted domain names (e.g. "en.wikipedia.org") into IP addresses.[citation needed] Internet Protocol version 4 (IPv4) defines an IP address as a 32-bit number. IPv4 is the initial version used on the first generation of the Internet and is still in dominant use. It was designed in 1981 to address up to ≈4.3 billion (109) hosts. However, the explosive growth of the Internet has led to IPv4 address exhaustion, which entered its final stage in 2011, when the global IPv4 address allocation pool was exhausted. Because of the growth of the Internet and the depletion of available IPv4 addresses, a new version of IP IPv6, was developed in the mid-1990s, which provides vastly larger addressing capabilities and more efficient routing of Internet traffic. IPv6 uses 128 bits for the IP address and was standardized in 1998. IPv6 deployment has been ongoing since the mid-2000s and is currently in growing deployment around the world, since Internet address registries began to urge all resource managers to plan rapid adoption and conversion. By design, IPv6 is not directly interoperable with IPv4. Instead, it establishes a parallel version of the Internet not directly accessible with IPv4 software. Thus, translation facilities exist for internetworking, and some nodes have duplicate networking software for both networks. Essentially all modern computer operating systems support both versions of the Internet Protocol.[citation needed] Network infrastructure, however, has been lagging in this development.[citation needed] A subnet or subnetwork is a logical subdivision of an IP network.: 1, 16 Computers that belong to a subnet are addressed with an identical most-significant bit-group in their IP addresses. This results in the logical division of an IP address into two fields, the network number or routing prefix and the rest field or host identifier. The rest field is an identifier for a specific host or network interface.[citation needed] The routing prefix may be expressed in Classless Inter-Domain Routing (CIDR) notation written as the first address of a network, followed by a slash character (/), and ending with the bit-length of the prefix. For example, 198.51.100.0/24 is the prefix of the Internet Protocol version 4 network starting at the given address, having 24 bits allocated for the network prefix, and the remaining 8 bits reserved for host addressing. Addresses in the range 198.51.100.0 to 198.51.100.255 belong to this network. The IPv6 address specification 2001:db8::/32 is a large address block with 296 addresses, having a 32-bit routing prefix.[citation needed] For IPv4, a network may also be characterized by its subnet mask or netmask, which is the bitmask that when applied by a bitwise AND operation to any IP address in the network, yields the routing prefix. Subnet masks are also expressed in dot-decimal notation like an address. For example, 255.255.255.0 is the subnet mask for the prefix 198.51.100.0/24.[citation needed] Computers and routers use routing tables in their operating system to forward IP packets to reach a node on a different subnetwork. Routing tables are maintained by manual configuration or automatically by routing protocols. End-nodes typically use a default route that points toward an ISP providing transit, while ISP routers use the Border Gateway Protocol to establish the most efficient routing across the complex connections of the global Internet.[citation needed] The default gateway is the node that serves as the forwarding host (router) to other networks when no other route specification matches the destination IP address of a packet. Security Internet resources, hardware, and software components are the target of criminal or malicious attempts to gain unauthorized control to cause interruptions, commit fraud, engage in blackmail or access private information. Malware is malicious software used and distributed via the Internet. It includes computer viruses which are copied with the help of humans, computer worms which copy themselves automatically, software for denial of service attacks, ransomware, botnets, and spyware that reports on the activity and typing of users.[citation needed] Usually, these activities constitute cybercrime. Defense theorists have also speculated about the possibilities of hackers using cyber warfare using similar methods on a large scale. Malware poses serious problems to individuals and businesses on the Internet. According to Symantec's 2018 Internet Security Threat Report (ISTR), malware variants number has increased to 669,947,865 in 2017, which is twice as many malware variants as in 2016. Cybercrime, which includes malware attacks as well as other crimes committed by computer, was predicted to cost the world economy US$6 trillion in 2021, and is increasing at a rate of 15% per year. Since 2021, malware has been designed to target computer systems that run critical infrastructure such as the electricity distribution network. Malware can be designed to evade antivirus software detection algorithms. The vast majority of computer surveillance involves the monitoring of data and traffic on the Internet. In the United States for example, under the Communications Assistance For Law Enforcement Act, all phone calls and broadband Internet traffic (emails, web traffic, instant messaging, etc.) are required to be available for unimpeded real-time monitoring by Federal law enforcement agencies. Under the Act, all U.S. telecommunications providers are required to install packet sniffing technology to allow Federal law enforcement and intelligence agencies to intercept all of their customers' broadband Internet and VoIP traffic.[d] The large amount of data gathered from packet capture requires surveillance software that filters and reports relevant information, such as the use of certain words or phrases, the access to certain types of web sites, or communicating via email or chat with certain parties. Agencies, such as the Information Awareness Office, NSA, GCHQ and the FBI, spend billions of dollars per year to develop, purchase, implement, and operate systems for interception and analysis of data. Similar systems are operated by Iranian secret police to identify and suppress dissidents. The required hardware and software were allegedly installed by German Siemens AG and Finnish Nokia. Some governments, such as those of Myanmar, Iran, North Korea, Mainland China, Saudi Arabia and the United Arab Emirates, restrict access to content on the Internet within their territories, especially to political and religious content, with domain name and keyword filters. In Norway, Denmark, Finland, and Sweden, major Internet service providers have voluntarily agreed to restrict access to sites listed by authorities. While this list of forbidden resources is supposed to contain only known child pornography sites, the content of the list is secret. Many countries, including the United States, have enacted laws against the possession or distribution of certain material, such as child pornography, via the Internet but do not mandate filter software. Many free or commercially available software programs, called content-control software are available to users to block offensive specific on individual computers or networks in order to limit access by children to pornographic material or depiction of violence.[citation needed] Performance As the Internet is a heterogeneous network, its physical characteristics, including, for example the data transfer rates of connections, vary widely. It exhibits emergent phenomena that depend on its large-scale organization. PB per monthYear020,00040,00060,00080,000100,000120,000140,000199019952000200520102015Petabytes per monthGlobal Internet Traffic Volume The volume of Internet traffic is difficult to measure because no single point of measurement exists in the multi-tiered, non-hierarchical topology. Traffic data may be estimated from the aggregate volume through the peering points of the Tier 1 network providers, but traffic that stays local in large provider networks may not be accounted for.[citation needed] An Internet blackout or outage can be caused by local signaling interruptions. Disruptions of submarine communications cables may cause blackouts or slowdowns to large areas, such as in the 2008 submarine cable disruption. Less-developed countries are more vulnerable due to the small number of high-capacity links. Land cables are also vulnerable, as in 2011 when a woman digging for scrap metal severed most connectivity for the nation of Armenia. Internet blackouts affecting almost entire countries can be achieved by governments as a form of Internet censorship, as in the blockage of the Internet in Egypt, whereby approximately 93% of networks were without access in 2011 in an attempt to stop mobilization for anti-government protests. Estimates of the Internet's electricity usage have been the subject of controversy, according to a 2014 peer-reviewed research paper that found claims differing by a factor of 20,000 published in the literature during the preceding decade, ranging from 0.0064 kilowatt hours per gigabyte transferred (kWh/GB) to 136 kWh/GB. The researchers attributed these discrepancies mainly to the year of reference (i.e. whether efficiency gains over time had been taken into account) and to whether "end devices such as personal computers and servers are included" in the analysis. In 2011, academic researchers estimated the overall energy used by the Internet to be between 170 and 307 GW, less than two percent of the energy used by humanity. This estimate included the energy needed to build, operate, and periodically replace the estimated 750 million laptops, a billion smart phones and 100 million servers worldwide as well as the energy that routers, cell towers, optical switches, Wi-Fi transmitters and cloud storage devices use when transmitting Internet traffic. According to a non-peer-reviewed study published in 2018 by The Shift Project (a French think tank funded by corporate sponsors), nearly 4% of global CO2 emissions could be attributed to global data transfer and the necessary infrastructure. The study also said that online video streaming alone accounted for 60% of this data transfer and therefore contributed to over 300 million tons of CO2 emission per year, and argued for new "digital sobriety" regulations restricting the use and size of video files. See also Notes References Sources Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Generational_list_of_programming_languages] | [TOKENS: 163]
Contents Generational list of programming languages This is a "genealogy" of programming languages. Languages are categorized under the ancestor language with the strongest influence. Those ancestor languages are listed in alphabetic order. Any such categorization has a large arbitrary element, since programming languages often incorporate major ideas from multiple sources. ALGOL based APL based BASIC based Batch languages C based C# based COBOL based COMIT based DCL based ed based Eiffel based Forth based Fortran based FP based HyperTalk based Java based JavaScript based JOSS based JOSS also inspired features for several versions of BASIC, including Tymshare's SUPER BASIC and DEC's BASIC-PLUS. Lisp based ML based PL/I based Prolog based SASL based SETL based sh based Simula based Tcl based Others References External links
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[SOURCE: https://techcrunch.com/startup-battlefield/] | [TOKENS: 611]
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Startup Battlefield Top-tier expert judges. World-renowned past winners. Free and open participation. The world's top early stage startups together on one stage to compete for equity free prize money, and the attention of media and investors world wide. Applications for 2026 are now open! Nominate yourself, a fellow founder, or a portfolio company Roelof Botha Managing Partner @ Sequoia Capital Elizabeth Lawler CEO @ AppMap Samir Vasavada CEO @ Vise AI Geng Wang CEO @ Civic Champs Alumni Startup Battlefield Alumni represent 1700+ companies with approximately 250 exits and over $32B in funding raised. Past Startup Battlefield alumni include: Featured Highlights Siren Care Multi-specialty virtual care clinic leveraging proprietary technology to cost-effectively care for patients at risk of diabetic foot ulcers. January 1, 2025 View Company Profile Multi-specialty virtual care clinic leveraging proprietary technology to cost-effectively care for patients at risk of diabetic foot ulcers. Render Render provides a unified cloud for developers and teams to host all their applications, databases, and websites. January 1, 2025 View Company Profile Render provides a unified cloud for developers and teams to host all their applications, databases, and websites. Vurb Vurb is a local app helping consumers find local things to do and letting them save their ideas. January 1, 2025 View Company Profile Vurb is a local app helping consumers find local things to do and letting them save their ideas. Last Year’s Winner Glīd is transforming first-mile logistics with autonomous road-to-rail vehicles and AI-powered orchestration. Website: glidtech.us/ Asset Summary $5.1M Money Raised Why did they win? You can watch their winning pitch here. Runner-up Nephrogen AI to create better gene delivery vehicles as curative therapies for untreatable diseases September 8, 2025 View Company Profile AI to create better gene delivery vehicles as curative therapies for untreatable diseases Other finalists from the 2025 Startup Battlefield competition: Charter Space Charter is powering the future of Space Finance September 8, 2025 View Company Profile Charter is powering the future of Space Finance MacroCycle Technologies MacroCycle is the venture creating circular plastics and textiles at price parity and with zero carbon emissions. September 8, 2025 View Company Profile MacroCycle is the venture creating circular plastics and textiles at price parity and with zero carbon emissions. Unlisted Homes Unlisted is a $31T real estate market-maker focused on the 98% of homes that aren’t for sale — yet. September 8, 2025 View Company Profile Unlisted is a $31T real estate market-maker focused on the 98% of homes that aren’t for sale — yet. Startup Battlefield News © 2025 TechCrunch Media LLC.
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[SOURCE: https://en.wikipedia.org/w/index.php?title=XAI_(company)&action=info] | [TOKENS: 48]
Contents Information for "XAI (company)" Basic information Page protection Edit history Page properties This page is a member of 8 hidden categories (help): Pages transcluded onto the current version of this page (help): Lint errors External tools
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[SOURCE: https://www.fast.ai/posts/2016-12-08-org-structure.html] | [TOKENS: 1066]
How should you structure your Data Science and Engineering teams? Rachel Thomas December 8, 2016 On this page I sometimes receive emails asking for guidance related to data science, and I’m going to start sharing my answers here as a data science advice column. If you have a data science related quandary, email me at mailto:[email protected]. Note that questions may be edited for clarity or brevity. Q: Hello Rachel, I’m VP of Engineering at a start-up that is increasingly seeing our data & ML algorithms as our core asset. In thinking about the next few technical hires we want to make, we want to target engineers that will be able to accelerate the efforts of our Data Science team, so I’m trying to do some pre-recruiting research to understand how engineering teams focused on support of production ML pipelines are structured. Some of what I’m wondering about: How are the Data Science & Engineering teams structured? e.g. Is there a notion of a “Data Engineering” team that is paired with the Data Science team? Or are Data Scientists & Engineers just integrated together in “vertical” product teams? How do the Data Science & Engineering teams interact? How is the roadmap for Data Science coordinated with the roadmap for Data Engineering? How are responsibilities split between Data Scientists vs. Engineers? Is there a notion of a hybrid role, and what does it look like if so? A: This answer is based on my experience as a data scientist, my experience interviewing for data science roles, and talking with a number of data scientists. I’ve watched employers go through multiple data science re-orgs. There are a lot of potential pitfalls related to data science and org structure (no matter what you choose). I’m going to take the liberty of expanding your question to cover the relationship between data science and other teams, as well as data engineering. Consider these scenarios: Recommendations Having data scientists all on a separate team makes it nearly impossible for their work to be appropriately integrated with the rest of the company. Have your data scientists distributed throughout the company, but also have a team doing data science evangelism within the company. Vertical product teams need to know what is possible and how to best utilize data science. It’s too hard for a lone data scientist to advocate for the role of data-driven decisions within the team they’re embedded in. Data scientists should report to both a data science manager and a manager within the product team. You need a lot of communication: to make sure that the team is getting the most value and that the data scientist is finding fulfilling work. One approach that can work really well is to have half the data scientists switch to a different group each year (or even more often). While it’s common to have machine learning, engineering, and data/pipeline/infrastructure engineering all as separate roles, try to avoid this as much as possible. This leads to a lot of duplicate or unused work, particularly when these roles are on separate teams. You want people who have some of all these skills: can build the pipelines for the data they need, create models with that data, and put those models in production. You’re not going to be able to hire many people who can do all of this. So you’ll need to provide them with training. In general, the most underused resource of most companies is their own employees, and the situation is even worse with data scientists (since “data science” encompasses such a wide variety of possible skills). Tech companies waste their employees’ potential by not offering enough opportunities for on-the-job learning, training, and mentoring. Your people are smart and eager to learn. Be prepared to offer training, pair-programming, or seminars to help your data scientists fill in skills gaps. I always tell students who are interested in both data science and engineering, that the more you know about software development, the better a data scientist you will be. Even when you have people who are both data scientists and engineers (that is, they can create machine learning models and put those models into production), you still need to have them embedded in other teams and not cordoned off together. Otherwise, there won’t be enough institutional understanding and buy-in of what they’re doing, and their work won’t be as integrated as it needs to be with other systems. The term data scientist refers to at least 5 distinct jobs, so communication and clarity is key. Companies need to be clear on what their needs are and what they’re hiring for. I can tell you from firsthand experience as a job applicant that lots of companies want to hire a data scientist but aren’t sure why, or how they will use data science. You want to hire someone who is interested in the role they’d be working in. You probably won’t find a candidate that’s both interested in writing machine learning implementations in C and extensively using Google Analytics, although that is a real job description I’ve encountered. Note I say “interested in” and not “already has the skills”. Assume that any applicant will be learning lots of new skills on the job (if not, they will soon grow bored). Further reading: After drafting this post, I came across an excellent article called The Data Science Delusion which details several additional problems companies may encounter when incorporating data science into their org.
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[SOURCE: https://www.reddit.com/r/InternetIsBeautiful/] | [TOKENS: 747]
r/InternetIsBeautiful I have a rare autoimmune disease (MG), so I built the tracker I couldn't find. No ads, no paywalls, just a tool for the 20 in 100,000 of us. u/AfternoonOne9957 • I have a rare autoimmune disease (MG), so I built the tracker I couldn't find. No ads, no paywalls, just a tool for the 20 in 100,000 of us. https://www.imulogy.com/ Someone made a Gmail clone with all the epstein Media u/GenZGenghisKhan • Someone made a Gmail clone with all the epstein Media https://www.jmail.world/ ShiftTracker u/im0rfin • ShiftTracker http://imorfin.cz Anyone can view, post, and comment to this community What to Post r/InternetIsBeautiful Rules No Aggregations or Collections Websites that are aggregates for other content are not allowed. Not Unique The submission is not unique enough. Not unique submissions could be websites everyone on the internet already knows about, websites that do very similar things to previous submissions, websites that are very basic (e.g., a website with a timer or a website to take notes), or submissions that have been recently posted on this subreddit. No Webgames webgames are not allowed. This includes quizzes, puzzles, etc. No Articles, Videos or Images Articles, videos and static or animated images are not allowed, this includes collections (such as galleries). Blog posts, LinkedIn posts or similar are also not allowed. No Stores or Demos We do not allow any sites that are online stores, sites that serve only to sell a specific product, or paid services. Free demos or freemium tiered services where the full version or key functionality requires payment are also not allowed. No sites that require personal information Websites that require an email address, name, or any other personal information to fully experience the website are not allowed. This includes Facebook, Google, or any other account. Also included are sites that simply serve as waitlists or newsletter sign ups, and so on. Additionally, this rule also extends to websites that require a webcam in order to function. No Extensions or Downloads Extensions, software (mobile or desktop) or other content which requires being downloaded before being used are not allowed. Hug of Death (╯°□°)╯︵ ┻━┻ Website is slow or unresponsive. Reddit has hugged it to death and the site needs a timeout. No Politics No political posts please! AI-Generated Content To prioritize human ingenuity and effort, submissions are not allowed if their primary content is produced by AI, or if AI is used to drive functionality (especially for tasks that do not inherently require AI). No accounts designed for self-promotion This sub follows the 90/10 rule for self-promotion. If almost all your recent activity on Reddit is advertising something you made, you will not be allowed to post here. 90% of your recent participation on Reddit should have nothing to do with a site you own or operate. No Business Tools Posts featuring tools designed for launching products, job boards, SEO optimization, or any other tool aimed at businesses are not allowed. Civility We enforce a standard of common decency and civility here. Personal attacks, bigotry, fighting words and otherwise shitty behavior will be removed and may result in a ban. Rule Explanations Detailed explanations of our rules can be found here Moderator Discretion Beauty is in the eye of the beholder, but we have beheld a lot! This subreddit is highly curated and the moderators frequently must use their discretion and judgement when enforcing our rules. Moderators
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Grey_alien&action=history] | [TOKENS: 67]
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#Murder_of_Suzanne_Adams] | [TOKENS: 8773]
Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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Contents Cite This Page IMPORTANT NOTE: Most educators and professionals do not consider it appropriate to use tertiary sources such as encyclopedias as a sole source for any information—citing an encyclopedia as an important reference in footnotes or bibliographies may result in censure or a failing grade. Wikipedia articles should be used for background information, as a reference for correct terminology and search terms, and as a starting point for further research. As with any community-built reference, there is a possibility for error in Wikipedia's content—please check your facts against multiple sources and read our disclaimers for more information. Bibliographic details for "Middle East" Please remember to check your manual of style, standards guide or instructor's guidelines for the exact syntax to suit your needs. For more detailed advice, see Citing Wikipedia. Citation styles for "Middle East" Wikipedia contributors. (2026, February 5). Middle East. In Wikipedia, The Free Encyclopedia. Retrieved 10:10, February 21, 2026, from https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740 Wikipedia contributors. "Middle East." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 5 Feb. 2026. Web. 21 Feb. 2026. Wikipedia contributors, 'Middle East', Wikipedia, The Free Encyclopedia, 5 February 2026, 17:31 UTC, <https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740> [accessed 21 February 2026] Wikipedia contributors, "Middle East," Wikipedia, The Free Encyclopedia, https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740 (accessed February 21, 2026). Wikipedia contributors. Middle East [Internet]. Wikipedia, The Free Encyclopedia; 2026 Feb 5, 17:31 UTC [cited 2026 Feb 21]. Available from: https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740. Middle East, https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740 (last visited Feb. 21, 2026). Wikipedia contributors. Middle East. Wikipedia, The Free Encyclopedia. February 5, 2026, 17:31 UTC. Available at: https://en.wikipedia.org/w/index.php?title=Middle_East&oldid=1336774740. Accessed February 21, 2026. When using the LaTeX package url (\usepackage{url} somewhere in the preamble), which tends to give much more nicely formatted web addresses, the following may be preferred:
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