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[SOURCE: https://en.wikipedia.org/wiki/Guinness_World_Records#cite_note-95] | [TOKENS: 3908]
Contents Guinness World Records Page version status This is an accepted version of this page Guinness World Records, known from its inception in 1955 until 1999 as The Guinness Book of Records and in previous United States editions as The Guinness Book of World Records, is a British reference book published annually, listing world records both of human achievements and the extremes of the natural world. Sir Hugh Beaver created the concept in order to settle arguments debated in pubs, and twin brothers Norris and Ross McWhirter co-founded the book in London in late August 1955. The first edition topped the bestseller list in the United Kingdom by Christmas 1955. The following year the book was launched internationally, and as of the 2026 edition, it is now in its 71st year of publication, published in 100 countries and 40 languages, and maintains over 53,000 records in its database. The international franchise has extended beyond print to include television series and museums. The popularity of the franchise has resulted in Guinness World Records becoming the primary international source for cataloguing and verification of a huge number of world records. The organization employs record adjudicators to verify the authenticity of the setting and breaking of records. Following a series of owners, the franchise has been owned by the Jim Pattison Group since 2008, with its headquarters moved to South Quay Plaza, Canary Wharf, London, in 2017. Since 2008, Guinness World Records has orientated its business model away from selling books, and towards creating new world records as publicity exercises for individuals and organizations, which has attracted criticism. History On 10 November 1951, Sir Hugh Beaver, then the managing director of the Guinness Breweries, went on a shooting party in the North Slob, by the River Slaney in County Wexford, Ireland. After missing a shot at a golden plover, he became involved in an argument over whether the golden plover or the red grouse was the fastest game bird in Europe (the plover is faster, but neither is the fastest game bird in Europe). That evening at Castlebridge House, he realized that it was impossible to confirm in reference books whether or not the golden plover was Europe's fastest game bird. Beaver knew that there must have been numerous other questions debated nightly among the public, but there was no book in the world with which to settle arguments about records. He realized then that a book supplying the answers to this sort of question might prove successful. Beaver's idea became a reality when Guinness employee Christopher Chataway recommended university friends Norris and Ross McWhirter, who had been running a fact-finding agency in London. The twin brothers were commissioned in August 1954 to compile what became The Guinness Book of (Superlatives and now) Records.[clarification needed] A thousand copies were distributed for free to pubs across Britain and Ireland as a promotional asset for the Guinness brand, and they became immensely popular with customers. After the founding of The Guinness Book of Records office at the top of Ludgate House, 107 Fleet Street, London, the first 198-page edition was bound on 27 August 1955 and went to the top of the British bestseller list by Christmas. The following year, it was introduced into the United States by New York publisher David Boehm and sold 70,000 copies. Since then, Guinness World Records has sold more than 150 million copies in 100 countries and 40 languages. Due to the book's surprise success, many further editions were printed, eventually settling into a pattern of one revision a year, published in September/October, in time for Christmas. The McWhirters continued to compile it for many years. Both brothers had an encyclopedic memory; on the British children's television series Record Breakers (based upon the book), which was broadcast on the BBC from 1972 to 2001, they would take questions posed by children in the audience on various world records and were able to give the correct answer. Ross McWhirter was assassinated by two members of the Provisional Irish Republican Army in 1975, in response to offering a £50,000 reward for information that would lead to the capture of members of the organization. Following Ross's assassination, the feature on the show where questions about records posed by children were answered was called Norris on the Spot. Norris carried on as the book's sole editor. Guinness Superlatives, later Guinness World Records Limited, was incorporated in London in 1954 to publish the first book. Sterling Publishing owned the rights to the Guinness book in the US for decades until it was repurchased by Guinness in 1989 after an 18-month long lawsuit. The group was owned by Guinness PLC and subsequently Diageo until 2001, when it was purchased by Gullane Entertainment for £45.5 million ($65 million). Gullane was itself purchased by HIT Entertainment in 2002. In 2006, Apax Partners purchased HIT and subsequently sold Guinness World Records in early 2008 to the Jim Pattison Group, the parent company of Ripley Entertainment, which is licensed to operate Guinness World Records' Attractions. With offices in New York City and Tokyo, Guinness World Records' global headquarters remain in South Quay Plaza in Canary Wharf, London, while its museum attractions are based at Ripley headquarters in Orlando, Florida. Recent editions have focused on record feats by individuals. Competitions range from obvious ones such as Olympic weightlifting to the longest egg tossing distances, or for the longest time spent playing Grand Theft Auto IV or the largest number of hot dogs consumed in three minutes. Besides records about competitions, it contains such facts such as the heaviest tumor, the most poisonous fungus, the longest-running soap opera and the most valuable life-insurance policy, among others. Many records also relate to the youngest people to have achieved something, such as the youngest person to visit all nations of the world, currently held by Maurizio Giuliano. Each edition contains a selection of the records from the Guinness World Records database, as well as select new records, with the criteria for inclusion changing from year to year. The latest edition is the 72nd, published in August 2025. The retirement of Norris McWhirter from his consulting role in 1995 and the subsequent decision by Diageo Plc to sell The Guinness Book of Records brand have shifted the focus of the books from text-oriented to illustrated reference. A selection of records are curated for the book from the full archive but all existing Guinness World Records titles can be accessed by creating a login on the company's website. Applications made by individuals for existing record categories are free of charge. There is an administration fee of £5 (or $5) to propose a new record title. A number of spin-off books and television series have also been produced. Guinness World Records bestowed the record of "Person with the most records" on Ashrita Furman of Queens, New York, in April 2009; at that time, he held 100 records. In 2005, Guinness designated 9 November as International Guinness World Records Day to encourage breaking of world records. In 2006, an estimated 100,000 people participated in over 10 countries. Guinness reported 2,244 new records in 12 months, which was a 173% increase over the previous year. In February 2008, NBC aired The Top 100 Guinness World Records of All Time and Guinness World Records made the complete list available on their website. The popularity of the franchise has resulted in Guinness World Records becoming the primary international authority on the cataloguing and verification of a huge number of world records. Over its history, numerous world record categories have been discontinued. This list may include that the record poses a threat to health or the environment. Defining records For many records, Guinness World Records is the effective authority on the exact requirements for them and with whom records reside, the company providing adjudicators to events to determine the veracity of record attempts. The list of records which the Guinness World Records covers is not fixed, records may be added and also removed for various reasons. The public is invited to submit applications for records, which can be either the bettering of existing records or substantial achievements which could constitute a new record. The company also provides corporate services for companies to "harness the power of record-breaking to deliver tangible success for their businesses." Guinness World Records states several types of records it will not accept for ethical reasons, such as those related to the killing or harming of animals. In the 2006 Guinness Book of World Records, Colombian serial killer Pedro López was listed as the "most prolific serial killer", having murdered at least 110 people (with Lopez himself claiming he murdered over 300 people) in Colombia, Ecuador and Peru in the late 1960s to 1980s. This was later removed after complaints that it made a competition out of murder, however the record was reinstated in the 2026 edition. Several world records that were once included in the book have been removed for ethical reasons, including concerns for the well-being of potential record breakers. For example, following publication of the "heaviest pet" record, many owners overfed their pets beyond the bounds of what was healthy, and therefore such entries were removed. The Guinness Book also dropped records within their "eating and drinking records" section of Human Achievements in 1991 over concerns that potential competitors could harm themselves and expose the publisher to potential litigation. These changes included the removal of all spirit, wine and beer drinking records, along with other unusual records for consuming such unlikely things as bicycles and trees. Other records, such as sword swallowing and rally driving (on public roads), were closed from further entry as the current holders had performed beyond what are considered safe human tolerance levels. There have been instances of closed categories being reopened. For example, the sword swallowing category was listed as closed in the 1990 Guinness Book of World Records, but has since been reopened with Johnny Strange breaking a sword swallowing record on Guinness World Records Live. Similarly, the speed beer drinking records which were dropped from the book in 1991, reappeared 17 years later in the 2008 edition, but were moved from the "Human Achievements" section of the older book to the "Modern Society" section of the newer edition. As of 2011[update], it is required in the guidelines of all "large food" type records that the item be fully edible, and distributed to the public for consumption, to prevent food wastage. Chain letters are also not allowed: "Guinness World Records does not accept any records relating to chain letters, sent by post or e-mail." After Roger Guy English set the record for sleeplessness in 1974, the category was discontinued for being too dangerous. At the request of the U.S. Mint, in 1984, the book stopped accepting claims of large hoardings of pennies or other currency. Environmentally unfriendly records (such as the releasing of sky lanterns and party balloons) are no longer accepted or monitored, in addition to records relating to tobacco or cannabis consumption or preparation. In 2024, Guinness World Records was accused of laundering the reputation of the oppressive governments as it set world records for the UAE's police forces and Egypt's military. By 2024, the UAE achieved 526 records, of which 21 were credited to the Emirates' police force. Matthew Hedges, a British academic who was forced to sign a false confession, asked the records body to take down the Abu Dhabi police department's certificate for "most signatures on a scroll", along with other such titles. Concerns were also raised around the activities around Egypt, which moved from 22 records to 110 within a decade until 2024. James Lynch, co-founder of FairSquare, said the records were legitimizing Abdel Fattah el-Sisi's regime. The Guinness World Records stated that its record titles "cannot be purchased". Guinness World Records has been accused of romanticizing diseases, such as Graves' Disease and Pica. For some potential categories, Guinness World Records has declined to list some records that are too difficult or impossible to determine. For example, its website states: "We do not accept any claims for beauty as it is not objectively measurable." On 10 December 2010, Guinness World Records stopped accepting submissions for the "dreadlock" category after an investigation of its first and only female title holder, Asha Mandela, determining it was impossible to judge this record accurately. Change in business model Traditionally, the company made a large amount of its revenue via book sales to interested readers, especially children. The rise of the Internet began to cut into book sales starting in the 2000s, part of a general decline in the book industry. According to a 2017 story by Planet Money of NPR, Guinness began to realize that a lucrative new revenue source to replace falling book sales was the would-be record-holders themselves. While any person can theoretically send in a record to be verified for free, the approval process is slow. Would-be record breakers that paid fees ranging from US$12,000 to US$500,000 would be given advisors, adjudicators, help in finding good records to break as well as suggestions for how to do it, prompt service, and so on. In particular, corporations and celebrities seeking a publicity stunt to launch a new product or draw attention to themselves began to hire Guinness World Records, paying them for finding a record to break or to create a new category just for them. As such, they have been described as a native advertising company, with no clear distinction between content and advertisement. Television talk show host John Oliver criticized Guinness World Records on the programme Last Week Tonight with John Oliver in August 2019, during an episode about President of Turkmenistan Gurbanguly Berdimuhamedow. Oliver said Guinness took money from authoritarian governments for pointless vanity projects such as Berdimuhamedow's. Oliver asked Guinness to work with Last Week Tonight to adjudicate a record for "Largest cake featuring a picture of someone falling off a horse", but according to Oliver, the offer did not work out after Guinness insisted on a non-disparagement clause. Guinness World Records denied the accusations and stated that they declined Oliver's offer to participate because "it was merely an opportunity to mock one of our record-holders," and that Oliver did not specifically request the record for the largest marble cake. As of 2021, the Guinness World Record for "Largest marble cake" remains with Betty Crocker Middle East in Saudi Arabia. Following Oliver's episode, Guinness World Records' ethics were called into question by human rights groups. Museums In 1976, a Guinness Book of World Records museum opened in the Empire State Building. Speed shooter Bob Munden then went on tour promoting The Guinness Book of World Records by performing his record fast draws with a standard weight single-action revolver from a Western movie-type holster. His fastest time for a draw was 0.02 seconds. Among exhibits were life-size statues of the world's tallest man, Robert Wadlow, and world's largest earthworm, an X-ray photo of a sword swallower, repeated lightning strike victim Roy Sullivan's hat complete with lightning holes and a pair of gem-studded golf shoes on sale for $6,500. The museum closed in 1995. In more recent years, the Guinness company has permitted the franchising of small museums with displays based on the book, all currently (as of 2010[update]) located in towns popular with tourists: Tokyo, Copenhagen, San Antonio. There were once Guinness World Records museums and exhibitions at the London Trocadero, Bangalore, San Francisco, Myrtle Beach, Orlando, Atlantic City, and Las Vegas. The Orlando museum, which closed in 2002, was branded The Guinness Records Experience; the Hollywood, Niagara Falls, Copenhagen, and Gatlinburg museums also previously featured this branding. Retail and merchandise Guinness World Records operates an official online shop, the Guinness World Records Store, which offers items related to record-breaking achievements, including certificates of participation, apparel, and the annual Guinness World Records book. The shop provides record-holders and the general public with access to official Guinness World Records materials. Merchandise is part of the organization's broader engagement efforts beyond its publications and events. Television series Guinness World Records has commissioned various television series documenting world record breaking attempts, including: Rhianna Loren (2025) Specials: Gamer's edition In 2008, Guinness World Records released its gamer's edition, a supplement that keeps records for popular video game high scores, codes and feats in association with Twin Galaxies. The Gamer's Edition used to contain 258 pages, over 1,236 video game related world records and four interviews including one with Twin Galaxies founder Walter Day. Editions were published for the years 2008 through 2020, with the 2009 edition in hardcover. The 2025 edition is the first since 2020, returning after a five-year hiatus. Since 2020, the supplement has had 192 pages. The Guinness Book of British Hit Singles The Guinness Book of British Hit Singles was a music reference book first published in 1977. It was compiled by BBC Radio 1 DJs Paul Gambaccini and Mike Read with brothers Tim Rice and Jonathan Rice. It was the first in a number of music reference books that were to be published by Guinness Publishing with sister publication The Guinness Book of British Hit Albums coming in 1983. After being sold to Hit Entertainment, the data concerning the Official Chart Company's singles and albums charts were combined under the title British Hit Singles & Albums, with Hit Entertainment publishing the book from 2003 to 2006 (under the Guinness World Records brand). After Guinness World Records was sold to The Jim Pattison Group, it was effectively replaced by a series of books published by Ebury Publishing/Random House with the Virgin Book of British Hit Singles first being published in 2007 and with a Hit Albums book following two years later. Other media and products In 1975, Parker Brothers marketed a board game, The Guinness Game of World Records, based on the book. Players compete by setting and breaking records for activities such as the longest streak of rolling dice before rolling doubles, stacking plastic pieces, and bouncing a ball off alternating sides of a card, as well as answering trivia questions based on the listings in the Guinness Book of World Records. A video game, Guinness World Records: The Videogame, was developed by TT Fusion and released for Nintendo DS, Wii and iOS in November 2008. In 2012, Warner Bros. announced the development of a live-action film version of Guinness World Records with Daniel Chun as scriptwriter. The film, however, never entered production. Dr. Sunil Gupta is listed in the Guinness World Records for participating in the largest multi-location diabetic neuropathy screening conducted on World Diabetes Day, 14 November 2013, during which 1,676 screenings were performed across 27 locations in India. References
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[SOURCE: https://en.wikipedia.org/wiki/Parker_Brothers] | [TOKENS: 1364]
Contents Parker Brothers Parker Brothers (known as Parker outside of North America) was an American toy and game manufacturer which in 1991 became a brand of Hasbro. More than 1,800 games were published under the Parker Brothers name since 1883. It remained family owned until bought in 1968, and branched into Nerf toys and media. Among its products were Monopoly, Clue (licensed from the British publisher and known as Cluedo outside of North America), Sorry!, Risk, Trivial Pursuit, Ouija, Aggravation, Bop It, Scrabble (under a joint partnership with Milton Bradley in the United States and Canada), and Probe. In the 21st century, the trade name ceased use, with former products being marketed under the "Hasbro Gaming" label, with the logo shown on Monopoly games. History Parker Brothers was founded by George Swinnerton Parker. Parker's philosophy deviated from the prevalent theme of board game design; he believed that games should be played for enjoyment and did not need to emphasize morals and values. He created his first game, Banking, in 1883 when he was 16. Banking is a game in which players borrow money from the bank and try to generate wealth by guessing how well they could do. The game includes 160 cards which foretell their failure or success. The game was so popular among family and friends that his brother, Charles Parker, urged him to publish it. George approached two Boston publishers with the idea, but was unsuccessful. Not discouraged, he spent $40 to publish 500 sets of Banking. He eventually sold all but twelve copies, making a profit of $100. Parker founded his game company, initially called the George S. Parker Company, in his hometown of Salem, Massachusetts in 1883. When George's brother Charles joined the business in 1888, the company's name was changed to its more familiar form. In 1898 a third brother, Edward H. Parker, joined the company. For many years, George designed most of the games himself, and wrote all the rules. Many games were based on important events of the day: Klondike was based on the Klondike Gold Rush, and War in Cuba was based on the impending Spanish–American War. The game industry was growing, and the company was becoming very profitable. In 1906, Parker Brothers published the game Rook and it became the best-selling game in the country. During the Great Depression, a time when many companies went out of business, Parker Brothers released a new board game called Monopoly. Although the company had originally rejected the game in 1934, they decided to publish it the next year. It was a success, and the company had difficulty keeping up with demand. The company continued to grow throughout the next several decades, producing games including Cluedo (released as Clue in North America), Risk, and Sorry! Even after George Parker's death, the company remained family-owned until 1968 when General Mills purchased the company. After this, Parker Brothers produced the first Nerf ball. In the UK during the 1970s, Parker Brothers sold the rights of some games to the games division of Palitoy (also a General Mills company), and produced a variety of releases such as Escape from Colditz. In 1977, the company built its headquarters in Beverly, Massachusetts. In early 1983, Parker Brothers spent US$15 million establishing a book publishing branch; their first titles featured the American Greetings franchises, Care Bears and Strawberry Shortcake. The branch published twelve titles by February 1984; sales of these books totaled 3.5 million units. Parker Brothers also operated a record label around the same time; one of its releases, Cabbage Patch Dreams, was based on Coleco's Cabbage Patch Kids and involved Tom and Stephen Chapin. It was certified Gold by the Recording Industry Association of America (RIAA) in July 1984. In 1985, General Mills merged the company with their subsidiary Kenner; this new company, Kenner Parker Toys Inc., was acquired by Tonka in 1987. In 1988, Parker Brothers struck a deal with Martindale/Gilden Productions to develop television game shows, such as Boggle. Tonka, including Parker Brothers, was bought in 1991 for about $516 million by Hasbro which also owned the Milton Bradley Company. Following the acquisition, Parker Brothers continued to have its corporate offices in Beverly, but production of the games were moved to Milton Bradley's headquarters in East Longmeadow. In 1998, Parker Brothers and Milton Bradley were consolidated at the new Hasbro Games campus (based in the former address of Parker Brothers' headquarters) to merge together and form Hasbro Games. Milton Bradley and Parker Bros. subsequently turned into two separate brands of Hasbro before being retired in 2009 in favor of the Hasbro brand. Parker Brothers marketed its first jigsaw puzzle in 1887. The most famous of their puzzle lines was the Pastime brand, which made hand-cut wooden puzzles from 1908 to 1958. Parker also produced children's puzzles, as well as the Climax, Jig-A-Jig, Jig Wood, Jig-Saw Picture Puzzle, and Paramount lines. According to Jigsaw Puzzles: An Illustrated History and Price Guide, by Anne D. Williams, Parker Bros. closed the Pastime line in 1958 and their die-cut puzzles were phased out in the late 1970s. Parker Brothers had a reputation for quality family-oriented and licensed games. The company released Merlin in 1978, and sold 700,000 units before Christmas and had a sales total of $100 million in 1979.: 87–88 It began to produce electronic versions of popular Parker Brothers board games in the late 1970s. The company ventured into the toy market with the electronic action figure, Rom the Spaceknight, in 1979. Although the toy proved a failure, the licensed comic book published by Marvel Comics ran for years after the toy was discontinued. Parker Brothers spent $50,000 to reverse-engineer Atari's hardware to produce its own cartridges. The company was able to obtain the license for Star Wars games, as Kenner was also owned by General Mills. Parker Brothers earned $74 million from cartridge sales between June and December 1982. : 88–89 Other Parker Brothers video games included many popular arcade games such as Konami's Frogger, Nintendo's Popeye, and Gottlieb games such as Q*bert and Reactor. Some games published Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Home_video] | [TOKENS: 4307]
Contents Home video Home video is recorded media sold or rented for home viewing. The term originates from the VHS and Betamax era, when the predominant medium was videotapes, but has carried over to optical disc formats such as DVD and Blu-ray. In a different usage, "home video" refers to amateur video recordings, also known as home movies. Released in 1978, LaserDisc (LD) is another home video format, which never managed to gain widespread use on North American and European retail markets due to high cost of the players and their inability to record TV programs (unlike the VHS), although it retained some popularity among videophiles and film enthusiasts during its lifespan; the format had greater prevalence in some regions of Southeast Asia such as Japan, Hong Kong, Singapore and Malaysia where it was better supported. Film titles were released in LD format until 2001, production of LD players ceased in 2009. The home video business distributes films, television series, telefilms and other audiovisual media to the public in the form of videos in various formats, either bought or rented and then watched privately in purchasers' homes. Most theatrically released films are now[when?] released on digital media (both optical and download-based), replacing the largely obsolete videotape medium. As of 2006[update], the Video CD format remained popular in Asia.[needs update] DVDs have been gradually losing popularity since the late 2010s and early 2020s, when streaming media became mainstream for the audiences, with most media consumers in urban areas globally having domestic Internet access.[a] History As early as 1906, various film entrepreneurs began to consider the business potential of home viewing of films, and in 1912, both Edison and Pathé started selling film projectors for home use. Because making release prints was (and still is) very expensive—as of 2005, the cost of making a release print was still at least $1,000—early projector owners rented films by mail directly from the projector manufacturers. The Edison company's business model was fundamentally flawed because it had started with phonographs and did not differentiate home viewing from home listening. Edison exited the home viewing business in 1914; Pathé remained active a few years longer, but exited at some point during World War I. After the quick failures of these early attempts at home viewing, most feature films were essentially inaccessible to the public after their original theatrical runs. For most of the 20th century, the idea that ordinary consumers could own copies of films and watch them at their convenience in their own homes "was beyond the grasp of reasonable expectations." Some very popular films were given occasional theatrical re-releases in urban revival houses and the screening rooms of a few archives and museums.[citation needed] Beginning in the 1950s, most could be expected to be broadcast on television, eventually.[citation needed] During this era, television programs normally could only be viewed at the time of broadcast. Viewers were accustomed to the fact that there was no easy way to record television shows at home and watch them whenever desired.[citation needed] In 1924, Kodak invented 16 mm film, which became popular for home use, and then later developed 8 mm film. After that point, the public could purchase a film projector for one of those film formats and rent or buy home-use prints of some cartoons, short comedies, and brief "highlights" reels edited from feature films.[citation needed] The Super 8 film format, introduced in 1965, was marketed for making home movies, but it also boosted the popularity of show-at-home films.[citation needed] Eventually, longer, edited-down versions of feature films were issued, which increasingly came in color and with a magnetic soundtrack,[citation needed] but in comparison to modern[specify] technologies, film projection was still quite expensive and difficult to use. As a result, home viewing of films remained limited to a small community of dedicated hobbyists willing and able to invest large amounts of money in projectors, screens, and film prints, and it therefore made little revenue for film companies. In 1956, Ampex pioneered the first commercially practical videotape recording system. The Ampex system, though, used reel-to-reel tape and physically bulky equipment not suitable for home use. In the mid-1970s, videotape became the first truly practical home-video format with the development of videocassettes, which were far easier to use than tape reels. The Betamax and VHS home videocassette formats were introduced, respectively, in 1975 and 1976, but several more years and significant reductions in the prices of both equipment and videocassettes were needed before both formats started to become widespread in households.[citation needed] The first company to duplicate and distribute feature films from major film studios on home video was Magnetic Video. Magnetic Video was established in 1968 as an audio and video duplication service for professional audio and television corporations in Farmington Hills, Michigan.[citation needed] After Betamax was launched in the United States in 1976, Magnetic Video chief executive Andre Blay wrote letters to all the major film studios offering to license the rights to their films. Near the end of 1977, Magnetic Video entered into a first-of-its-kind deal with 20th Century Fox. Magnetic Video agreed to pay Fox a royalty of $7.50 per unit sold and a guaranteed annual minimum payment of $500,000 in exchange for nonexclusive rights to 50 films, which had to be at least two years old and had already been broadcast on network television. Home video was born, initially, as a rental business. Film studios and video distributors assumed that the overwhelming majority of consumers would not want to buy prerecorded videocassettes, but would merely rent them. They felt that virtually all sales of videocassettes would be to video rental stores and set prices accordingly. According to Douglas Gomery, studio executives thought that the handful of consumers actually interested in purchasing videocassettes in order to watch them again and again would be similar to the small community of film buffs who for decades had willingly paid hundreds of dollars to purchase release prints. Therefore, in 1977, Magnetic Video originally priced its videocassettes at $50 to $70 each—a princely sum at a time when the average price of an American movie ticket was $2.23—and sold them only to wholesalers capable of handling a minimum order of $8,000. When the American home video market suddenly took off like a rocket, Fox bought Magnetic Video in 1978 and turned the company into its home video division. The home video market grew rapidly along with the widespread acquisition of affordable videocassette recorders by the majority of households during the 1980s. For example, in 1978, the total number of VCRs purchased to date at wholesale in the United States was only 402,000, the average wholesale price of a VCR was $811, and the percentage of television-owning households with a VCR was unknown but probably just above zero. By 1992, the respective numbers for each of these categories were 105,502,000, $239, and 75.6%. During the 1980s, video rental stores became a popular way to watch home video. Video rental stores are physical retail businesses that rent home videos such as movies and prerecorded TV shows (sometimes also selling other media, such as video game copies on disc). Typically, a rental shop conducts business with customers under conditions and terms agreed upon in a rental agreement or contract, which may be implied, explicit, or written. Many video rental stores also sell previously viewed movies and/or new unopened movies. In the 1980s, video rental stores rented films in both the VHS and Betamax formats, although most stores stopped using Betamax tapes when VHS won the format war late in the decade. The shift to home viewing radically changed revenue streams for film companies, because home renting provided an additional window of time in which a film could make money. In some cases, films that performed only modestly in their theater releases went on to sell significantly well in the rental market (e.g., cult films).[citation needed] During the 1980s, video distributors gradually realized that many consumers did want to build their own video libraries, and not just rent, if the price was right. Rather than sell a few thousand units at a wholesale price of $70 into the rental channel, video distributors could sell hundreds of thousands of units at a wholesale price of $15-20 into the retail "sell-through" channel. By "slashing prices and making up in volume what it loses in margin", The New York Times reported in 1983, Paramount Pictures had two of the top three best-selling videotapes and six of the top 20 rentals. The "ultimate accelerant" for the rise of the "sell-through" home video market was the development of children's home video. The pre-1980s conventional wisdom that consumers had no interest in watching the same films again and again at home turned out to be entirely wrong with respect to children. Many harried parents discovered that it was a good investment to pay $20 to purchase a videocassette that could reliably keep their children riveted to the television screen for over an hour—and not just one time, but many, many times. The Walt Disney Company recognized that its flagship animation studio's family-friendly films were superbly positioned to conquer the home video market, and through its home video division, Buena Vista Home Entertainment, the company did just that during the 1980s and 1990s. This spectacular success "catapulted the head of Disney's video division, Bill Mechanic, into executive stardom." In 1994, Mechanic left Disney to become head of Fox Filmed Entertainment. Another executive, Bob Chapek, would later ascend through the ranks of Disney's home video division to become chief executive officer of the entire company in 2020, and for that reason (before his sudden 2022 departure) was called "the home entertainment industry's single biggest success story." Until the mid-1980s, home video was dominated by feature film theatrical releases such as The Wizard of Oz, Citizen Kane, and Casablanca from major film studios. At that time, not many people owned a VCR, and those who did tended to rent rather than buy videos.[citation needed] The late 1980s saw the emergence of a great many small companies which specialized in producing special-interest home videos, also known as "nontheatrical programming" and "alternative programming". These new video programs differed radically from earlier forms of video content in that they were never intended for theatrical exhibition nor television broadcasting. They were created specifically for niche audiences in the so-called "sell-through" channel, to be purchased at retail or ordered directly by consumers and viewed exclusively as home videos.[citation needed] It was pointed out at the time that [L]imitations within the video marketplace may be gone tomorrow. More people are finding innovative ways to create visually stimulating entertainment and information for the video tape player... Like contemporary book publishing, you can produce and distribute yourself to very narrow markets or seek broad-based distributors for mass-oriented appeal. Special-interest video increased to larger audiences the number of topics, including "...dog handling videos, back pain videos and cooking videos", which were not previously thought of as marketable. Next, even "golf and skiing tapes* started selling. Contemporary sources noted, "new technology has changed the territory" of the home video market. In the early 2000s, VHS began to be displaced by DVD. The DVD format has several advantages over VHS. A DVD consists of a single disc, which is spun at high speed, while VHS videocassettes had several moving parts that were far more vulnerable to breaking down under heavy wear and tear. Each time a VHS cassette was played, the magnetic tape inside had to be pulled out and wrapped around the inclined drum head inside the player. While a VHS tape can be erased if it is exposed to a rapidly changing magnetic field of sufficient strength, DVDs and other optical discs are not affected by magnetic fields. The relative mechanical simplicity and durability of DVD compared to the fragility of VHS made DVDs a far better format from a rental store's perspective. Though DVDs do not have the problems of videocassettes, such as breakage of the tape or the cassette mechanism, they can still be damaged by scratches. Another advantage from the perspective of video rental stores is that DVDs are physically much smaller, so they take less space to store. DVDs also offer a number of advantages for the viewer: DVDs can support both standard 4:3 and widescreen 16:9 screen-aspect ratios, and can provide twice the video resolution of VHS. Skipping ahead to the end is much easier and faster with a DVD than with a VHS tape (which has to be rewound). DVDs can have interactive menus, multiple language tracks, audio commentaries, closed captioning, and subtitling (with the option of turning the subtitles on or off, or selecting subtitles in several languages). Moreover, a DVD can be played on a computer. Due to all these advantages, by the mid 2000s, DVDs had become the dominant form of prerecorded video movies in both the rental film and new movie markets. In the late 2000s, stores began selling Blu-ray discs, a format that supports high definition. Blu-ray is a digital optical disc data storage format, designed to supersede the DVD format, and is capable of storing several hours of video in high definition (HDTV 720p and 1080p). The main application of Blu-ray is as a medium for video material such as feature films and for the physical distribution of video games. The plastic disc is the same size as DVDs and compact discs. Blu-ray was officially released on June 20, 2006, beginning the high-definition optical disc format war, in which Blu-ray Disc competed against the HD DVD format. Toshiba, the main company supporting HD DVD, conceded in February 2008. Blu-ray has competition from video on demand and the continued sale of DVDs. As of January 2016, 44% of U.S. broadband households had a Blu-ray player. In the late 1990s and early 2000s, though, people continued to use VCRs to record over-the-air TV shows, because they could not make home recordings onto DVDs. This problem with DVD was resolved in the late 2000s, when inexpensive DVD recorders and other digital video recorders (DVRs) – which record shows onto a hard disk or flash storage – became available to purchase and rent. Despite the mainstream dominance of DVD, VHS continued to be used, albeit less frequently, throughout the 2000s; decline in VHS use continued during the 2010s. The switch to DVD initially led to mass-selling of used VHS videocassettes, which were available at used-goods stores, typically for a much lower price than the equivalent film on a used DVD.[citation needed] In July 2016, the last known manufacturer of VCRs, Funai, announced that it was ceasing VCR production. One of streaming's largest impacts was on DVD, which has become less popular with the mass popularization of online streaming of media. Media streaming's popularization caused many DVD rental companies, such as Blockbuster, to go out of business. In July 2015, The New York Times published an article about Netflix's DVD-by-mail services. It stated that Netflix was continuing their DVD services with 5.3 million subscribers, which was a significant decrease from the previous year, but their streaming services had 65 million members. Netflix's primary business is its subscription-based streaming service, which offers online streaming of a library of films and television programs, including those produced in-house. As of April 2019, Netflix had over 148 million paid subscriptions worldwide, including 60 million in the United States, and over 154 million subscriptions total, including free trials. It is available worldwide except in mainland China (due to local restrictions), Syria, North Korea, and Crimea (due to U.S. sanctions). The company also has offices in India, the Netherlands, Brazil, Japan, and South Korea. Netflix is a member of the Motion Picture Association. Netflix began producing media itself in 2012 and since then took more of an active role as producer and distributor for both films and television series. Following the launch of various streaming services during the early 2020s, in particular those operated by the major Hollywood studios, home video continued to decline. One of the most prominent examples of this effect was with Walt Disney Studios Home Entertainment which, following the launch of Disney+ in 2019 and its international expansion in the following years, began to discontinue physical distribution entirely in certain regions such as Latin America, Asia (excluding Japan), Australia, New Zealand, Portugal and Hungary, or to outsource its activities to other regional distributors (like Divisa Home Video for Spain, Eagle Pictures for Italy, Leonine Studios for Germany, and Sony Pictures Home Entertainment for North America). Home video companies Examples of Home Video (or Home Entertainment) companies may include: Pixar Animation Marvel Studios Lucasfilm Disney Entertainment Television Searchlight Pictures 20th Century Animation 20th Century Family 20th Television FX Productions Searchlight Television 20th Television Animation Blue Sky Studios (until 2021) Focus Features Universal Animation Illumination Dreamworks Animation Universal Television Nickelodeon Movies Republic Pictures Miramax Skydance Media Paramount Skydance Television Nickelodeon Nick Jr. MTV Comedy Central BET CBS Warner Bros. Animation Warner Bros. Television New Line Cinema Cartoon Network DC Studios Home Box Office TriStar Pictures Sony Pictures Classics Screen Gems Destination Films Triumph Films Stage 6 Films Affirm Films Sony Pictures Animation Sony Pictures Television Crunchyroll, LLC 3 Arts Entertainment Pilgrim Media Group Lionsgate Films Lionsgate Television Amblin Partners Summit Entertainment eOne Films United Artists Orion Pictures MGM Television Lightworkers Media American International Pictures Shout! Select Shout! Kids Time gap between theatrical and home video release A time period is usually required to elapse between theatrical release and availability on home video to encourage movie theater patronage and discourage copyright infringement. Home video releases originally followed five to six months after theatrical release, but since the late 2000s, most films have begun being distributed on home video after three to four months. As of 2019, most major theater chains mandate an exclusivity window of 90 days before home video release, and 74–76 days before electronic sell-through. Christmas and other holiday-related movies are sometimes not released on home video until the following year, when the holiday occurs again. Major studios have made films available for rental during their theatrical window on high-end services that charge upwards of $500 per rental and use proprietary hardware. Exceptions to the rule include the Steven Soderbergh film Bubble, which was released in 2006 to theaters, cable television, and DVD only a few days apart. Netflix has released some of its films, such as Roma and The Irishman, in limited theatrical release followed by streaming availability after less than 30 days. Television programs Many television programs are now also available in complete seasons on DVD. It has become popular practice for discontinued TV shows to be released to DVD one season at a time every few months and active shows to be released on DVD after the end of each season. Prior to the television DVDs, most television shows were only viewable in syndication, on limited "best of" VHS releases of selected episodes or released slowly in volumes with only two or three episodes per tape. These copyrighted movies and programs generally have legal restrictions on them preventing them from, among other things, being shown in public venues, shown to other people for money, or copied for other than fair use purposes (although such ability is limited by some jurisdictions and media formats – see below).[citation needed] Pre-Certs After the passage of the Video Recordings (Labelling) Act of 1985 in the United Kingdom, videotapes and other video recordings without a certification symbol from the British Board of Film Classification on their covers – or on the tapes themselves – were no longer allowed to be sold or displayed by rental shops. These tapes are called "Pre-Certs" (i.e. Pre-certification tapes). Recently these tapes have generated a cult following, due to their collectability.[citation needed] Il Cinema Ritrovato Blu-ray and DVD Awards Since 2004, the Il Cinema Ritrovato festival bestows annually its DVD Jury award in Best DVD/Blu-ray category (also known as "The Peter von Bagh Award") to critically acclaimed films made no earlier than 30 years before the festival's year and released on those home media formats within the past year of the festival's opening. See also Notes References
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[SOURCE: https://en.wikipedia.org/wiki/Movie_theater] | [TOKENS: 9796]
Contents Movie theater A movie theater (American English) or cinema (Commonwealth English), also known as a movie house, cinema hall, picture house, picture theater, the movies, the pictures, the big screen (colloquialism), or simply theater, is a business that contains auditoriums for viewing films and occasionally a series premiere, special episode or a series finale of a hugely popular television series for public entertainment. Most are commercial operations catering to the general public, who attend by purchasing tickets. The film is projected with a movie projector onto a large projection screen at the front of the auditorium while the dialogue, sounds and music are played through a number of wall-mounted speakers. Since the 1970s, subwoofers have been used for low-pitched sounds. Since the 2010s, the majority of movie theaters have been equipped for digital cinema projection, removing the need to create and transport a physical film print on a heavy reel. A great variety of films are shown at theaters, ranging from animated films to blockbusters to documentaries. The smallest movie theaters have a single viewing room with a single screen. In the 2010s, most movie theaters had multiple screens. The largest theater complexes, which are called multiplexes—a concept developed in Canada in the 1950s—have up to thirty screens. The audience members often sit on padded seats, which in most theaters are set on a sloped floor, with the highest part at the rear of the theater. Movie theaters often sell soft drinks, popcorn and candy, and some theaters sell hot fast food. In some jurisdictions, movie theaters can be licensed to sell alcoholic drinks. Terminology A movie theater is usually called cinema in Anglophone countries outside North America. Other terms for the venue include movie house, film house, film theater, or picture house. In the US, theater has long been the preferred spelling, while in the UK, Australia, Canada, and elsewhere it is theatre.[a] However, some American theaters opt to use the British spelling in their own names, a practice supported by Cinema United, while apart from Anglophone North America most English-speaking countries use the term cinema /ˈsɪnɪmə/, alternatively spelled and pronounced kinema /ˈkɪnɪmə/. The latter terms, as well as their derivative adjectives "cinematic" and "kinematic", ultimately derive from Greek κίνημα, κινήματος (kinema, kinematos)—"movement, motion". The word "cinema" is borrowed from the French cinéma, an abbreviation of cinématographe, a term coined by the Lumière brothers in the 1890s, from Ancient Greek meaning "recording movement". Apart from the usage discussed in this article, the word is also used to refer to the film industry, the overall art form; or filmmaking. In the countries where "cinema" is used to refer to the venue, the word "theatre" is usually reserved for live performance venues. The etymology of the term "movie theater" involves the term "movie", which is a "shortened form of moving picture in the cinematographic sense" that was first used in 1896 and "theater", which originated in the "...late 14c., [meaning an] open air place in ancient times for viewing spectacles and plays". The term "theater" comes from the Old French word "theatre", from the 12th century and "...directly from Latin theatrum [which meant] 'play-house, theater; stage; spectators in a theater'", which in turn came from the Greek word "theatron", which meant "theater; the people in the theater; a show, a spectacle", [or] literally "place for viewing". The use of the word "theatre" to mean a "building where plays are shown" dates from the 1570s in the English language. Colloquial expressions, mostly applied to motion pictures and motion picture theaters collectively, include the silver screen (formerly sometimes sheet) and the big screen (contrasted with the smaller screen of a television set).[citation needed] Specific to North American term is the movies, while specific terms in the UK are the pictures, the flicks, and for the facility itself the flea pit (or fleapit).[citation needed] A "screening room" is a small theater, often a private one, such as for the use of those involved in the production of motion pictures or in a large private residence.[citation needed] History Movie theaters stand in a long tradition of theaters that could house all kinds of entertainment. Some forms of theatrical entertainment would involve the screening of moving images and can be regarded as precursors of film. In 1799, Étienne-Gaspard "Robertson" Robert moved his Phantasmagorie show to an abandoned cloister near the Place Vendôme in Paris. The eerie surroundings, with a graveyard and ruins, formed an ideal location for his ghoulish spectacle. When it opened in 1838, The Royal Polytechnic Institution in London became a very popular and influential venue with all kinds of magic lantern shows as an important part of its program. At the main theatre, with 500 seats, lanternists would make good use of a battery of six large lanterns running on tracked tables to project the finely detailed images of extra-large slides on the 648 square feet screen. The magic lantern was used to illustrate lectures, concerts, pantomimes and other forms of theater. Popular magic lantern presentations included phantasmagoria, mechanical slides, Henry Langdon Childe's dissolving views and his chromatrope. The earliest known public screening of projected stroboscopic animation was presented by Austrian magician Ludwig Döbler on 15 January 1847 at the Josephstadt Theatre in Vienna, with his patented Phantaskop. The animated spectacle was part of a well-received show that sold out in several European cities during a tour that lasted until the spring of 1848. The famous Parisian entertainment venue Le Chat Noir opened in 1881 and is remembered for its shadow plays, renewing the popularity of such shows in France. The earliest public film screenings took place in existing (vaudeville) theatres and other venues that could be darkened and comfortably house an audience. Émile Reynaud screened his Pantomimes Lumineuses animated movies from 28 October 1892 to March 1900 at the Musée Grévin in Paris, with his Théâtre Optique system. He gave over 12,800 shows to a total of over 500,000 visitors, with programs including Pauvre Pierrot and Autour d'une cabine. Thomas Edison initially believed film screening would not be as viable commercially as presenting films in a single-viewer apparatus with a viewing peephole. His company developed and marketed such a device, the Kinetoscope. A few public demonstrations occurred beginning 9 May 1893, before a first public Kinetoscope parlor was opened on 14 April 1894, by the Holland Bros. in New York City at 1155 Broadway, on the corner of 27th Street. This can be regarded as the first commercial motion picture house. The venue had ten machines, set up in parallel rows of five, each showing a different movie. For 25 cents ($9.3 at current prices), a viewer could see all the films in either row, one at a time; half a dollar gave access to the entire bill. The Eidoloscope, devised by Eugene Augustin Lauste for the Latham family, was demonstrated for members of the press on 21 April 1895 and opened to the paying public on 20 May, in a lower Broadway store with films of the Griffo-Barnett prize boxing fight, taken from Madison Square Garden's roof on 4 May. Max Skladanowsky and his brother Emil demonstrated their motion pictures with the Bioscop in July 1895 at the Gasthaus Sello in Pankow (Berlin). This venue was later, at least since 1918, exploited as the full-time movie theatre Pankower Lichtspiele and between 1925 and 1994 as Tivoli. The first certain commercial screenings by the Skladanowsky brothers took place at the Wintergarten in Berlin from 1 to 31 November 1895. The first commercial, public screening of films made with Louis and Auguste Lumière's Cinématographe took place in the basement of Salon Indien du Grand Café in Paris on 28 December 1895. During the first decade of motion pictures, the demand for movies, the amount of new productions, and the average runtime of movies, kept increasing, and at some stage it was viable to have theaters that would no longer program live acts, but only movies. The first building built for the dedicated purpose of showing motion pictures was built to demonstrate the Phantoscope, a device created by Jenkins & Armat, as part of The Cotton State Exposition on September 25, 1895 in Atlanta, Georgia. This is arguably the first cinema in the world. Ptuj City Cinema (in the oldest town of Slovenia), had its first commercial public screening on 3 March 1897 and still operates which makes it the oldest still active commercial movie theater in the world. Claimants for the title of the earliest movie theatre include the Eden Theater in La Ciotat, where L'Arrivée d'un train en gare de La Ciotat was screened on 21 March 1899. The theatre closed in 1995 but re-opened in 2013. L'Idéal Cinéma in Aniche (France), built in 1901 as l'Hôtel du Syndicat CGT, showed its first film on 23 November 1905. The cinema was closed in 1977 and the building was demolished in 1993. The "Centre Culturel Claude Berri" was built in 1995; it integrates a new movie theater (the Idéal Cinéma Jacques Tati). In the United States, many small and simple theaters were set up, usually in converted storefronts. They typically charged five cents for admission, and thus became known as nickelodeons. This type of theatre flourished from about 1905 to c.1915.[citation needed] The Korsør Biograf Teater, in Korsør, Denmark, opened in August 1908 and is the oldest known movie theater still in continuous operation. Design Traditionally a movie theater, like a stage theater, consists of a single auditorium with rows of comfortable padded seats, as well as a foyer area containing a box office for buying tickets. Movie theaters also often have a concession stand for buying snacks and drinks within the theater's lobby. Other features included are film posters, arcade games and washrooms. Stage theaters are sometimes converted into movie theaters by placing a screen in front of the stage and adding a projector; this conversion may be permanent, or temporary for purposes such as showing arthouse fare to an audience accustomed to plays. The familiar characteristics of relatively low admission and open seating can be traced to Samuel Roxy Rothafel, an early movie theater impresario. Many of these early theaters contain a balcony, an elevated level across the auditorium above the theater's rearmost seats. The rearward main floor "loge" seats were sometimes larger, softer, and more widely spaced and sold for a higher price. In conventional low-pitch viewing floors, the preferred seating arrangement is to use staggered rows. While a less efficient use of floor space this allows a somewhat improved sight line between the patrons seated in the next row toward the screen, provided they do not lean toward one another. "Stadium seating", popular in modern multiplexes, actually dates back to the 1920s. The 1922 Princess Theatre in Honolulu, Hawaii featured "stadium seating", sharply raked rows of seats extending from in front of the screen back towards the ceiling. It gives patrons a clear sight line over the heads of those seated in front of them. Modern "stadium seating" was utilized in IMAX theaters, which have very tall screens, beginning in the early 1970s. Rows of seats are divided by one or more aisles so that there are seldom more than 20 seats in a row. This allows easier access to seating, as the space between rows is very narrow. Depending on the angle of rake of the seats, the aisles have steps. In older theaters, aisle lights were often built into the end seats of each row to help patrons find their way in the dark. Since the advent of stadium theaters with stepped aisles, each step in the aisles may be outlined with small lights to prevent patrons from tripping in the darkened theater. In movie theaters, the auditorium may also have lights that go to a low level, when the movie is going to begin. Theaters often have booster seats for children and other people of short stature to place on the seats to allow them to sit higher, for a better view. Many modern theaters have accessible seating areas for patrons in wheelchairs. See also luxury screens below. Canada was the first country in the world to have a two-screen theater. The Elgin Theatre in Ottawa, Ontario became the first venue to offer two film programs on different screens in 1957 when Canadian theater-owner Nat Taylor converted the dual-screen theater into one capable of showing two different movies simultaneously. Taylor is credited by Canadian sources as the inventor of the multiplex or cineplex; he later founded the Cineplex Odeon Corporation, opening the 18-screen Toronto Eaton Centre Cineplex, the world's largest at the time, in Toronto, Ontario. In the United States, Stanley Durwood of American Multi-Cinema (now AMC Theatres) is credited as pioneering the multiplex in 1963 after realizing that he could operate several attached auditoriums with the same staff needed for one through careful management of the start times for each movie. Ward Parkway Center in Kansas City, Missouri had the first multiplex cinema in the United States. Since the 1960s, multiple-screen theaters have become the norm, and many existing venues have been retrofitted so that they have multiple auditoriums. A single foyer area is shared among them. In the 1970s, many large 1920s movie palaces were converted into multiple-screen venues by dividing their large auditoriums, and sometimes even the stage space, into smaller theaters. Because of their size, and amenities like plush seating and extensive food/beverage service, multiplexes and megaplexes draw from a larger geographic area than smaller theaters. As a rule of thumb, they pull audiences from an eight to 12-mile radius, versus a three to five-mile radius for smaller theaters (though the size of this radius depends on population density). As a result, the customer geography area of multiplexes and megaplexes typically overlaps with smaller theaters, which face threat of having their audience siphoned by bigger theaters that cut a wider swath in the movie-going landscape. In most markets, nearly all single-screen theaters (sometimes referred to as a "Uniplex") have gone out of business; the ones remaining are generally used for arthouse films, e.g. the Crest Theatre in downtown Sacramento, California, small-scale productions, film festivals or other presentations. Because of the late development of multiplexes, the term "cinema" or "theater" may refer either to the whole complex or a single auditorium, and sometimes "screen" is used to refer to an auditorium. A popular film may be shown on multiple screens at the same multiplex, which reduces the choice of other films but offers more choice of viewing times or a greater number of seats to accommodate patrons. Two or three screens may be created by dividing up an existing cinema (as Durwood did with his Roxy in 1964), but newly built multiplexes usually have at least six to eight screens, and often as many as twelve, fourteen, sixteen or even eighteen. Although definitions vary, a large multiplex with 20 or more screens is usually called a "megaplex". However, in the United Kingdom, this was a brand name for Virgin Cinema (later UGC). The first megaplex is generally considered to be the Kinepolis in Brussels, Belgium, which opened in 1988 with 25 screens and a seating capacity of 7,500. The first theater in the U.S. built from the ground up as a megaplex was the AMC Grand 24 in Dallas, Texas, which opened in May 1995, while the first megaplex in the U.S.-based on an expansion of an existing facility was Studio 28 in Grand Rapids, Michigan, which reopened in November 1988 with 20 screens and a seating capacity of 6,000. A drive-in movie theater is an outdoor parking area with a screen—sometimes an inflatable screen—at one end and a projection booth at the other. Moviegoers drive into the parking spaces which are sometimes sloped upwards at the front to give a more direct view of the movie screen. Movies are usually viewed through the car windscreen (windshield) although some people prefer to sit on the bonnet (hood) of the car. Some may also sit in the trunk (back) of their car if space permits. Sound is either provided through portable loudspeakers located by each parking space, or is broadcast on an FM radio frequency, to be played through the car's stereo system. Because of their outdoor nature, drive-ins usually only operate seasonally, and after sunset. Drive-in movie theaters are mainly found in the United States, [citation needed] where they were especially popular in the 1950s and 1960s. Once numbering in the thousands, about 300 remain in the U.S. today. In some cases, multiplex or megaplex theaters were built on the sites of former drive-in theaters. Some outdoor movie theaters are just grassy areas where the audience sits upon chairs, blankets or even in hot tubs, and watch the movie on a temporary screen, or even the wall of a building. Colleges and universities have often sponsored movie screenings in lecture halls. The formats of these screenings include 35 mm, 16 mm, DVD, VHS, and 70 mm in rare cases. Some alternative methods of showing movies have been popular in the past. In the 1980s the introduction of VHS cassettes made possible video-salons, small rooms where visitors viewed movies on a large TV. These establishments were especially popular in the Soviet Union, where official distribution companies were slow to adapt to changing demand, and so movie theaters could not show popular Hollywood and Asian films. In 1967, the British government launched seven custom-built mobile cinema units for use as part of the Ministry of Technology campaign to raise standards. Using a very futuristic look, these 27-seat cinema vehicles were designed to attract attention. They were built on a Bedford SB3 chassis with a custom Coventry Steel Caravan extruded aluminum body. Movies are also commonly shown on airliners in flight, using large screens in each cabin or smaller screens for each group of rows or each individual seat; the airline company sometimes charges a fee for the headphones needed to hear the movie's sound. In a similar fashion, movies are sometimes also shown on trains, such as the Auto Train. The smallest purpose-built cinema is the Cabiria Cine-Cafe which measures 24 m2 (260 ft2) and has a seating capacity of 18. It was built by Renata Carneiro Agostinho da Silva (Brazil) in Brasília DF, Brazil in 2008. It is mentioned in the 2010 Guinness World Records. The World's smallest solar-powered mobile cinema is Sol Cinema in the UK. Touring since 2010 the cinema is actually a converted 1972 caravan. It seats 8–10 at a time. In 2015, it featured in a Lenovo advert for the launch of a new tablet. The Bell Museum of Natural History in Minneapolis, Minnesota has recently begun summer "bike-ins", inviting only pedestrians or people on bicycles onto the grounds for both live music and movies. In various Canadian cities, including Toronto, Calgary, Ottawa and Halifax, al-fresco movies projected on the walls of buildings or temporarily erected screens in parks operate during the Summer and cater to a pedestrian audience. The New Parkway Museum in Oakland, California replaces general seating with couches and coffee tables, as well as having a full restaurant menu instead of general movie theater concessions such as popcorn or candy.[citation needed] In certain countries, there are also Bed Cinemas where the audience sits or lays in beds instead of chairs.[excessive citations] A 3D film is a system of presenting film images so that they appear to the viewer to be three-dimensional. Visitors usually borrow or keep special glasses to wear while watching the movie. Depending on the system used, these are typically polarized glasses. Three-dimensional movies use two images channeled, respectively, to the left and right eyes to simulate depth by using 3D glasses with red and blue lenses (anaglyph), polarized (linear and circular), and other techniques. 3D glasses deliver the proper image to the proper eye and make the image appear to "pop-out" at the viewer and even follow the viewer when he/she moves so viewers relatively see the same image. The earliest 3D movies were presented in the 1920s. There have been several prior "waves" of 3D movie distribution, most notably in the 1950s when they were promoted as a way to offer audiences something that they could not see at home on television. Still, the process faded quickly and as yet has never been more than a periodic novelty in movie presentation. The "golden era" of 3D film began in the early 1950s with the release of the first color stereoscopic feature, Bwana Devil. The film starred Robert Stack, Barbara Britton and Nigel Bruce. James Mage was an early pioneer in the 3D craze. Using his 16 mm 3D Bolex system, he premiered his Triorama program in February 1953 with his four shorts: Sunday In Stereo, Indian Summer, American Life, and This is Bolex Stereo. 1953 saw two groundbreaking features in 3D: Columbia's Man in the Dark and Warner Bros. House of Wax, the first 3D feature with stereophonic sound. For many years, most 3D movies were shown in amusement parks and even "4D" techniques have been used when certain effects such as spraying of water, movement of seats, and other effects are used to simulate actions seen on the screen. The first decline in the theatrical 3D craze started in August and September 1953. In 2009, movie exhibitors became more interested in 3D film. The number of 3D screens in theaters is increasing. The RealD company expects 15,000 screens worldwide in 2010. The availability of 3D movies encourages exhibitors to adopt digital cinema and provides a way for theaters to compete with home theaters. One incentive for theaters to show 3D films is that although ticket sales have declined, revenues from 3D tickets have grown. In the 2010s, 3D films became popular again. The IMAX 3D system and digital 3D systems are used (the latter is used in the animated movies of Disney/Pixar). The RealD 3D system works by using a single digital projector that swaps back and forth between the images for eyes. A filter is placed in front of the projector that changes the polarization of the light coming from the projector. A silver screen is used to reflect this light back at the audience and reduce loss of brightness. There are four other systems available: Volfoni 3D, MasterImage 3D, XpanD 3D, and Dolby 3D. When a system is used that requires inexpensive 3D glasses, they can sometimes be kept by the patron. Most theaters have a fixed cost for 3D, while others charge for the glasses, but the latter is uncommon (at least in the United States). For example, in Pathé theaters in the Netherlands the extra fee for watching a 3D film consists of a fixed fee of €1.50, and an optional fee of €1 for the glasses. Holders of the Pathé Unlimited Gold pass (see also below) are supposed to bring along their own glasses; one pair, supplied yearly, more robust than the regular type, is included in the price. IMAX is a system using 70 mm film with more than ten times the frame size of a 35 mm film. IMAX theaters use an oversized screen as well as special projectors. The first permanent IMAX theater was at Ontario Place in Toronto, Canada. Until 2016, visitors to the IMAX theater attached to the National Science and Media Museum in Bradford, West Yorkshire, England, United Kingdom, could observe the IMAX projection booth via a glass rear wall and watch the large format films being loaded and projected. The largest permanent IMAX cinema screen measures 38.80 m × 21.00 m (127.30 ft × 68.90 ft) and was achieved by Traumplast Leonberg (Germany) in Leonberg, Germany, verified on 6 December 2022. IMAX also refers to a digital cinema format that uses dual 2K resolution projectors and a screen with a 1.90:1 aspect ratio; this system is designed primarily for use in retrofitted multiplexes, using screens significantly smaller than those normally associated with IMAX. In 2015, IMAX introduced a new "IMAX with Laser" format, using 4K resolution laser projectors. The term "premium large format" (PLF), or simply "premium format" or "premium theater", emerged in the 2010s to refer to auditoriums with high-end amenities. PLF does not refer to a single format in general, but combinations of non-proprietary amenities such as larger wall-to-wall, floor-to-ceiling screens, 4K resolution, laser projection, high-dynamic-range (HDR) color, 7.1 surround sound and/or immersive surround sound systems (including Dolby Atmos, DTS:X, and Auro 11.1), and higher-quality seating (including luxury recliners). Theaters typically brand PLF auditoriums with exhibitor-specific trademarks, such as "Prime"/"XL" (AMC Theatres), "Grand Screen" (B&B Theatres), "BTX" (Scene One Entertainment), "Superscreen" (Cineworld Cinemas), "BigD" (Carmike Cinemas, now owned by AMC), "Xtremescreen" (Hoyts Cinemas), "UltraAVX" (Cineplex Theaters), "Macro XE" (Cinépolis), "XD" (Cinemark Theatres), "V-Max" (Event Cinemas), "BigPix" (PVR INOX), "Laser Ultra" (Kinepolis and its subsidiaries), "Regal Premium Experience (RPX)" (Regal Cinemas), "Superscreen DLX"/"Ultrascreen DLX" (Marcus Theatres), "Titan" (Reading Cinemas), "Epic" (Vue International), and "X-land" (Wanda Cinemas). PLFs compete primarily with formats such as IMAX Digital; the use of common "off-the-shelf" components and an in-house brand removes the need to pay licensing fees to a third-party for a proprietary large format. In July 2025, it was reported that a group of exhibitors were considering establishing a joint brand or certification mark for their PLFs to better compete with IMAX, citing an increasingly undue presence by the company in film marketing (including promotional material for films advertising IMAX, and an agreement with Netflix to perform a limited release of a Chronicles of Narnia adaptation exclusively to IMAX). Although the term is synonymous with exhibitor-specific brands, some PLFs are franchised. Dolby franchises Dolby Cinema, which is based on technologies such as Dolby Atmos and Dolby Vision. CJ CGV franchises ScreenX, a format that utilizes multiple screens in a 270-degree perspective. Some screens may offer seats capable of motion on multiple axes, as well as haptic effects. D-Box Technologies first released its motion seat system to theaters in 2009, with Fast & Furious being the first feature film supporting the system. In January 2025, the company stated that it had over 23,000 seat installations at 1,000 screens worldwide. 4DX (also franchised by CJ CGV) combines motion seats with other types of practical effects such as fog machines, wind, and scents. Programming Movie theaters may be classified by the type of movies they show or when in a film's release process they are shown: Presentation Usually in the 2020s, an admission is for one feature film. Sometimes two feature films are sold as one admission (double feature), with a break in between. Separate admission for a short subject is rare; it is either an extra before a feature film or part of a series of short films sold as one admission (this mainly occurs at film festivals). (See also anthology film.) In the early decades of "talkie" films, many movie theaters presented a number of shorter items in addition to the feature film. This might include a newsreel, live-action comedy short films, documentary short films, musical short films, or cartoon shorts (many classic cartoon series such as the Looney Tunes and Mickey Mouse shorts were created for this purpose). Some theaters ran on continuous showings, where the same items would repeat throughout the day, with patrons arriving and departing at any time rather than having distinct entrance and exit cycles. Newsreels gradually became obsolete by the 1960s with the rise of television news, and most material now shown prior to a feature film is of a commercial or promotional nature (which usually include "trailers", which are advertisements for films and commercials for other consumer products or services). A typical modern theater presents commercial advertising shorts, then movie trailers, and then the feature film. Advertised start times are usually for the entire program or session, not the feature itself; thus people who want to avoid commercials and trailers would opt to enter later. This is easiest and causes the least inconvenience when it is not crowded or one is not very choosy about where one wants to sit. If one has a ticket for a specific seat (see below) one is formally assured of that, but it is still inconvenient and disturbing to find and claim it during the commercials and trailers, unless it is near an aisle. Some movie theaters have some kind of break during the presentation, particularly for very long films. There may also be a break between the introductory material and the feature. Some countries such as the Netherlands have a tradition of incorporating an intermission in regular feature presentations, though many theaters have now abandoned that tradition, while in North America, this is very rare and usually limited to special circumstances involving extremely long movies. During the closing credits many people leave, but some stay until the end. Usually the lights are switched on after the credits, sometimes during them. Some films show mid-credits scenes while the credits are rolling, which in comedy films are often bloopers and outtakes, or post-credits scenes, which typically set up the audience for a sequel. Until the multiplex era, prior to showtime, the screen in some theaters would be covered by a curtain, in the style of a theater for a play. The curtain would be drawn for the feature. It is common practice in Australia for the curtain to cover part of the screen during advertising and trailers, then be fully drawn to reveal the full width of the screen for the main feature. Some theaters, lacking a curtain, filled the screen with slides of some form of abstract art prior to the start of the movie. Currently, in multiplexes, theater chains often feature a continuous slideshow between showings featuring a loop of movie trivia, promotional material for the theater chains (such as encouraging patrons to purchase drinks, snacks and popcorn, gift vouchers and group rates, or other foyer retail offers), or advertising for local and national businesses. Advertisements for Fandango and other convenient methods of purchasing tickets are often shown. Also prior to showing the film, reminders in varying forms would be shown concerning theater etiquette (no smoking, no talking, no littering, no texting, etc.) and in recent years, added reminders to silence mobile phones as well as warnings concerning movie piracy with camcorders ("camming"). Some well-equipped theaters have "interlock" projectors which allow two or more projectors and sound units to be run in unison by connecting them electronically or mechanically. This setup can be used to project two prints in sync (for dual-projector 3-D) or to "interlock" one or more soundtracks to a single film. Sound interlocks were used for stereophonic sound systems before the advent of magnetic film prints. Fantasound (developed by RCA in 1940 for Disney's Fantasia) was an early interlock system. Likewise, early stereophonic films such as This Is Cinerama and House of Wax utilized a separate, magnetic oxide-coated film to reproduce up to six or more tracks of stereophonic sound. Datasat Digital Entertainment, purchaser of DTS's cinema division in May 2008, uses a time code printed on and read off of the film to synchronize with a CD-ROM in the sound track, allowing multi-channel soundtracks or foreign language tracks. This is not considered a projector interlock, however. This practice is most common with blockbuster movies. Muvico Theaters, Regal Cinemas, Pacific Theatres and AMC Theatres are some theaters that interlock films. Sometimes movie theaters provide digital projection of a live broadcast of an opera, concert, or other performance or event. For example, there are regular live broadcasts to movie theaters of Metropolitan Opera performances, with additionally limited repeat showings. Admission prices are often more than twice the regular movie theater admission prices. Accessibility Several accessibility features can be integrated into a movie theater. A Hearing Impaired (HI) audio track is designed for people who are hearing-impaired to better hear dialogue. Audio description is narration for people who are blind or visually impaired. Moviegoers can wear headphones which play one of these alternate audio tracks synchronized with the film. In digital cinema, Hearing Impaired audio is stored in the Digital Cinema Package (DCP) on Sound Track channel 7, and audio description is stored as "Visually Impaired-Native" (VI-N) audio on Sound Track channel 8. Sign language can be displayed on a second screen device synchronized with the film. In Brazil, Libras accessibility requirements mandate availability of Brazilian Sign Language for films shown in Brazilian movie theaters. This video is stored in the DCP as a Sign Language Video track on Sound Track channel 15. Pricing and admission In order to obtain admission to a movie theater, the prospective theater-goer must usually purchase a ticket from the box office, which may be for an arbitrary seat ("open" or "free" seating, first-come, first-served) or for a specific one (allocated seating). As of 2015, some theaters sell tickets online or at automated kiosks in the theater lobby. Movie theaters in North America generally have open seating. Cinemas in Europe can have free seating or numbered seating. Some theaters in Mexico offer numbered seating, in particular, Cinepolis VIP. In the case of numbered seating systems the attendee can often pick seats from a video screen. Sometimes the attendee cannot see the screen and has to make a choice based on a verbal description of the still available seats. In the case of free seats, already seated customers may be asked by staff to move one or more places for the benefit of an arriving couple or group wanting to sit together.[citation needed] For 2013, the average price for a movie ticket in the United States was $8.13. The price of a ticket may be discounted during off-peak times e.g. for matinees, and higher at busy times, typically evenings and weekends. In Australia, Canada and New Zealand, when this practice is used, it is traditional to offer the lower prices for Tuesday for all showings, one of the slowest days of the week in the movie theater business, which has led to the nickname "cheap Tuesday". Sometimes tickets are cheaper on Monday, or on Sunday morning. Almost all movie theaters employ economic price discrimination: tickets for youth, students, and seniors are typically cheaper. Large theater chains, such as AMC Theatres, also own smaller theaters that show "second runs" of popular films, at reduced ticket prices. Movie theaters in India and other developing countries employ price discrimination in seating arrangement: seats closer to the screen cost less, while the ones farthest from the screen cost more. In the United States, many movie theater chains sell discounted passes, which can be exchanged for tickets to regular showings. Some passes provide substantial discounts from the price of regular admission, especially if they carry restrictions. Common restrictions include a waiting period after a movie's release before the pass can be exchanged for a ticket or specific theaters where a pass is ineligible for admission. Some movie theaters and chains sell monthly passes for unlimited entrance to regular showings. Cinemas in Thailand have a restriction of one viewing per movie. The increasing number of 3D movies, for which an additional fee is required, somewhat undermines the concept of unlimited entrance to regular showings, in particular if no 2D version is screened, except in the cases where 3D is included. Some adult theaters sell a day pass, either as standard ticket, or as an option that costs a little more than a single admission. Also for some film festivals, a pass is sold for unlimited entrance. Discount theaters show films at a greatly discounted rate, however, the films shown are generally films that have already run for many weeks at regular theaters and thus are no longer a major draw, or films which flopped at the box office and thus have already been removed from showings at major theaters in order to free up screens for films that are a better box office draw.[citation needed] Some cinemas in city centers offer luxury seating with services like complimentary refills of soft drinks and popcorn, a bar serving beer, wine and liquor, reclining leather seats and service bells. Cinemas must have a liquor license to serve alcohol. The Vue Cinema and CGV Cinema chain is a good example of a large-scale offering of such a service, called "Gold Class" and similarly, ODEON, Britain's largest cinema chain, and 21 Cineplex, Indonesia's largest cinema chain, have gallery areas in some of their bigger cinemas where there is a separate foyer area with a bar and unlimited snacks. Admission to a movie may also be restricted by a motion picture rating system, typically due to depictions of sex, nudity or graphic violence. According to such systems, children or teenagers below a certain age may be forbidden access to theaters showing certain movies, or only admitted when accompanied by a parent or other adult. In some jurisdictions, a rating may legally impose these age restrictions on movie theaters. Where movie theaters do not have this legal obligation, they may enforce restrictions on their own. Accordingly, a movie theater may either not be allowed to program an unrated film, or voluntarily refrain from that. Movie studios/film distributors in the US traditionally drive hard bargains entitling them to as much as 100% of the gross ticket revenue during the first weeks (and then the balance changes in 10% increments in favor of exhibitors at intervals that vary from film to film). Film exhibition has seen a rise in its development with video consolidation as well as DVD sales, which over the past two decades is the biggest earner in revenue. According to The Contemporary Hollywood Film Industry, Philip Drake states that box office takings currently account for less than a quarter of total revenues and have become increasingly "front-loaded", earning the majority of receipts in the opening two weeks of exhibition, meaning that films need to make an almost instant impact in order to avoid being dropped from screens by exhibitors. Essentially, if the film does not succeed in the first few weeks of its inception, it will most likely fail in its attempt to gain a sustainable amount of revenue and thus being taken out from movie theaters. Furthermore, higher-budget films on the "opening weekend", or the three days, Friday to Sunday, can signify how much revenue it will bring in, not only to America, but as well as overseas. It may also determine the price in distribution windows through home video and television. In Canada, the total operating revenue in the movie theater industry was $1.7 billion in 2012, an 8.4% increase from 2010. This increase was mainly the result of growth in box office and concession revenue. Combined, these accounted for 91.9% of total industry operating revenue. In the US, the "...number of tickets sold fell nearly 11% between 2004 and 2013, according to the report, while box office revenue increased 17%" due to increased ticket prices. One reason for the decline in ticket sales in the 2000s is that "home-entertainment options [are] improving all the time— whether streamed movies and television, video games, or mobile apps—and studios releasing fewer movies", which means that "people are less likely to head to their local multiplex". This decline is not something that is recent. It has been observed since the 1950s when television became widespread among working-class homes. As the years went on, home media became more popular, and the decline continued. This decline continues until this day. A Pew Media survey from 2006 found that the relationship between movies watched at home versus at the movie theater was in a five to one ratio and 75% of respondents said their preferred way of watching a movie was at home, versus 21% who said they preferred to go to a theater. In 2014, it was reported that the practice of releasing a film in theaters and via on-demand streaming on the same day (for selected films) and the rise in popularity of the Netflix streaming service has led to concerns in the movie theater industry. Another source of competition is television, which has "...stolen a lot of cinema's best tricks – like good production values and top tier actors – and brought them into people's living rooms". Since the 2010s, one of the increasing sources of competition for movie theaters is the increasing ownership by people of home theater systems which can display high-resolution Blu-ray discs of movies on large, widescreen flat-screen TVs, with 5.1 surround sound and a powerful subwoofer for low-pitched sounds. The relatively strong uniformity of movie ticket prices, particularly in the U.S., is a common economics puzzle, because conventional supply and demand theory would suggest higher prices for more popular and more expensive movies, and lower prices for an unpopular "bomb" or for a documentary with less audience appeal. Unlike seemingly similar forms of entertainment such as rock concerts, in which a popular performer's tickets cost much more than an unpopular performer's tickets, the demand for movies is very difficult to predict ahead of time. Indeed, some films with major stars, such as Gigli (which starred the then-supercouple of Ben Affleck and Jennifer Lopez), have turned out to be box-office bombs, while low-budget films with unknown actors have become smash hits (e.g., The Blair Witch Project). The demand for films is usually determined from ticket sale statistics after the movie is already out. Uniform pricing is therefore a strategy to cope with unpredictable demand. Historical and cultural factors are sometimes also cited. In some movie theater complexes, the theaters are arranged such that tickets are checked at the entrance into the entire plaza, rather than before each theater. At a theater with a sold-out show there is often an additional ticket check, to make sure that everybody with a ticket for that show can find a seat. The lobby may be before or after the ticket check. Controversies Cinema and movie theater chains In Africa, Ster-Kinekor has the largest market share in South Africa. Nu Metro Cinemas is another cinema chain in South Africa. In North America, Cinema United is the largest exhibition trade organization in the world. According to their figures, the top four chains represent almost half of the theater screens in North America. In Canada, Cineplex Cinemas is by far the largest player with 161 locations and 1,635 screens. In the United States, the studios once controlled many theaters, but after the appearance of Mr. Smith Goes to Washington, Congress passed the Neely Anti-Block Booking Act, which eventually broke the link between the studios and the theaters. Now, the top three chains in the U.S. are Regal Cinemas, AMC Theatres and Cinemark Theatres. In 1995, Carmike was the largest chain in the United States- now, the major chains include AMC Theatres – 5,206 screens in 346 theaters, Cinemark Theatres – 4,457 screens in 334 theaters, Landmark Theatres – 220 screens in 54 theaters, Marcus Theatres – 681 screens in 53 theaters. National Amusements – 409 screens in 32 theaters and Regal Cinemas – 7,334 screens in 588 theaters. In 2015 the United States had a total of 40,547 screens. In Mexico, the major chains are Cinépolis and Cinemex. In South America, Argentine chains include Hoyts, Village Cinemas, Cinemark and Showcase Cinemas. Brazilian chains include Cinemark and Moviecom. Chilean chains include Hoyts and Cinemark. Colombian, Costa Rican, Panamanian and Peruvian chains include Cinemark and Cinépolis. In Asia, Wanda Cinemas is the largest exhibitor in China, with 2,700 screens in 311 theaters and with 18% of the screens in the country; another major Chinese chain is UA Cinemas. China had a total of 31,627 screens in 2015 and is expected to have almost 40,000 in 2016. Hong Kong has AMC Theatres. South Korea's CJ CGV also has branches in China, Indonesia, Myanmar, Turkey, Vietnam, and the United States. In India, PVR INOX is the largest cinema chain, operating 1,744 screens. These theatres practice safety guidelines in each cinema halls. Indonesia has the 21 Cineplex and Cinépolis chain. A major Israel theater is Cinema City International. Japanese chains include Toho and Shochiku. Europe is served by AMC Theatres, Cineworld Cinemas, Vue Cinemas and Odeon Cinemas. In Oceania, large chains include Event Cinemas, Village Cinemas, Hoyts Cinemas and Palace Cinemas. See also Footnotes References External links
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[SOURCE: https://en.wikipedia.org/wiki/IGN#cite_ref-44] | [TOKENS: 3612]
Contents IGN IGN[b] is a compromised American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. IGN features articles on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs available on the Xbox and PlayStation, Nintendo Switch, PC, Mobile, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, and AskMen. IGN was sold to publishing company Ziff Davis in February 2013. History IGN was created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, and GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand. The homepage exposed content from more than 30 different channels. Websites Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter. That same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com. At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball held an IPO in 2000, but shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider (later IGN Prime), which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN has been ranked among the top 500 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multimedia business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1Up.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" (Game Popularity Metric) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game. However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D (Voodoo Extreme 3D) were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005. The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. IGN Entertainment acquired Gamer Network and its properties in May 2024 for an undisclosed sum. These included Eurogamer, Rock Paper Shotgun, VG247 and others. As a result, some layoffs were made due to redundancies. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal". Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews would use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change was not retroactive: all scores on reviews written before the change would remain the same. This change also did not affect the scoring system for reader reviews. On September 13, 2012, IGN revealed that as part of its new review format all future reviews would follow a 100-point scale again, but without using decimals, meaning a score of 8.5 would become an 85. Unlike the previous conversion to the 20-point scale, this latest scoring system change was retroactive and all previous IGN review scores were to be updated to follow the new system. However, despite the announcement, the article included a short addition, post-release; it stated that after much discussion, they had decided to retain the decimal point in all upcoming scores. In early 2014, IGN introduced a new policy, in which a game's review score can be re-reviewed and improved, provided that continuous updates form a significant change compared to the game at launch. Examples of games that have been re-reviewed were League of Legends, Heroes of the Storm, Warframe, and the pocket edition of Minecraft. In January 2020, IGN revealed that reviews would be reverted to a 10-point scale, from 1 to 10, finding that the finer distinction of the 100-point scale was difficult to maintain, whereas a 10-point scale would still be true to its reviews and would be easier to promote. IGN 'Best of' awards IGN's 'Best of' is an end-of-year event to annually honor the year's best games, films, television shows and comics. Winners of each award category are selected by IGN staff from a list of nominees, while readers are able to cast their own votes online to determine the 'People's Choice' award for each category. Other sections In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO). Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001, and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfil much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002 when many of the staff departed. Interviews with professional wrestling personalities and coverage of wrestling games have been folded into IGN Sports, headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.[citation needed] In 2002, IGN launched a dedicated video game FAQs site specifically designed to host user-submitted guides. This was launched following the cancellation of affiliation with GameFAQs.[citation needed] In 2004, IGN launched GameStats, which was intended to be a more unbiased rating network, as it takes in scores from every corporate-owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.[citation needed] In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Like the film section, IGN's TV section has a variety of exclusive clips from upcoming television shows.[citation needed] On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.[citation needed] In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary. To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user-created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.[citation needed] Along with its popular website content, IGN also publishes many different podcasts on both its website and on iTunes. Some of its podcasts include console-oriented shows like the PlayStation-focused "Podcast Beyond" and the Xbox-oriented "Podcast Unlocked", the Nintendo-oriented "Nintendo Voice Chat", and Game Scoop!, a podcast where a variety of editors discuss news and topics surrounding the video game industry. Regional websites IGN has 28 editions in 25 languages, as of 2021. The US & Canada, UK & Ireland, and Australia & New Zealand editions are operated by Ziff Davis subsidiaries, with all others being franchised publishers. Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. Licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.[citation needed] When visiting www.ign.com from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar above or below (depending on the regional website) the page's master template.[citation needed] IGN Con IGN Convention (IGN Con) is a video games, movies, comics and pop culture convention held in various cities in the Middle East. The event generally includes celebrities, video game tournaments, table top games, card games, movie previews, comic book stalls and a cosplay competition. A number of Middle Eastern artists and game developers also showcase their work at IGN Convention. This convention is owned and operated by IGN Middle East, the Middle Eastern edition of popular video games website IGN. IGN Convention is the spiritual successor to GameFest, a biannual, smaller scale gaming gallery which was originally hosted by IGN Middle East's parent company T-break Media between 2010 and 2012, before the hosting duties were subsequently taken over by AMD EMEA. The IGN Convention logo was designed by prominent Gulf based artist Ashraf Ghori. Conferences have included: IGN Pro League In 2011, IGN launched IGN Pro League, a professional esports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends. On March 6, 2013, only weeks prior to the event, IGN abruptly canceled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to compete with the increasing number of esports events that were being held. On April 8, 2013, Blizzard Entertainment announced that it had acquired the staff and assets of the IPL from IGN; its former staff were reassigned to work on in-house esports productions. Controversies In 2007, Video Game Media Watch accused former IGN editor Doug Perry of "journalistic misconduct" for an exclusive review of Prey. In November 2017, some IGN employees refused to work to show solidarity with Kallie Plagge, a former editor who alleged that in 2016, another editor, Vince Ingenito, sexually harassed her and another female employee and made inappropriate comments. Human resources allegedly told her that she "needed to have better judgment about who [she] was 'friends' with" and that she was an "equal participant" in "inappropriate flirtation". This incident was widely circulated across social media. In August 2018, the owner of YouTube channel Boomstick Gaming accused the IGN reviewer Filip Miucin of plagiarizing his video review of the game Dead Cells. On August 7, IGN stated that it had found "substantial similarities" between the reviews, apologized, and announced that it had dismissed Miucin. On August 10, IGN published a new review by Brandin Tyrrel, which included an editor's note apologizing again and stating that "this review (and its score) represents solely the opinion of the new reviewer". In a subsequently unlisted video, Miucin responded that while he took "complete ownership over what happened", the similarity was not intentional. Kotaku found similarities between Miucin's other reviews, reviews on Nintendo Life and Engadget and material posted on the games discussion forum NeoGAF. On August 14, IGN announced that it would remove all of Miucin's work pending further review. On April 19, 2019, Miucin admitted plagiarism and issued an apology on his YouTube channel. During the 2021 Israel–Palestine crisis, the main IGN site posted an article on May 14 urging readers to donate to charities helping Palestinian civilians such as the Palestine Children's Relief Fund and linked to relevant news reporting. A Palestinian flag was also added besides the IGN logo. Shortly after the article went up IGN Israel made statements on social media condemning the article. The Palestinian flag was soon replaced with a Red Cross. On May 16, the article was deleted and a statement was made on the IGN Twitter account saying that it was wrong to only highlight one side of the conflict. A reposted version on South Africa-based IGN Africa was also removed. On May 17, over 60 members of IGN's staff signed an open letter condemning the article's removal for going against the site's editorial freedom and policies for retracting or correcting articles, as well as the lack of communication with IGN staff. IGN reinstated the article on August 24 under a new headline alongside a statement of newly formalized editorial policies. Television and films Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Guinness_World_Records#cite_note-97] | [TOKENS: 3908]
Contents Guinness World Records Page version status This is an accepted version of this page Guinness World Records, known from its inception in 1955 until 1999 as The Guinness Book of Records and in previous United States editions as The Guinness Book of World Records, is a British reference book published annually, listing world records both of human achievements and the extremes of the natural world. Sir Hugh Beaver created the concept in order to settle arguments debated in pubs, and twin brothers Norris and Ross McWhirter co-founded the book in London in late August 1955. The first edition topped the bestseller list in the United Kingdom by Christmas 1955. The following year the book was launched internationally, and as of the 2026 edition, it is now in its 71st year of publication, published in 100 countries and 40 languages, and maintains over 53,000 records in its database. The international franchise has extended beyond print to include television series and museums. The popularity of the franchise has resulted in Guinness World Records becoming the primary international source for cataloguing and verification of a huge number of world records. The organization employs record adjudicators to verify the authenticity of the setting and breaking of records. Following a series of owners, the franchise has been owned by the Jim Pattison Group since 2008, with its headquarters moved to South Quay Plaza, Canary Wharf, London, in 2017. Since 2008, Guinness World Records has orientated its business model away from selling books, and towards creating new world records as publicity exercises for individuals and organizations, which has attracted criticism. History On 10 November 1951, Sir Hugh Beaver, then the managing director of the Guinness Breweries, went on a shooting party in the North Slob, by the River Slaney in County Wexford, Ireland. After missing a shot at a golden plover, he became involved in an argument over whether the golden plover or the red grouse was the fastest game bird in Europe (the plover is faster, but neither is the fastest game bird in Europe). That evening at Castlebridge House, he realized that it was impossible to confirm in reference books whether or not the golden plover was Europe's fastest game bird. Beaver knew that there must have been numerous other questions debated nightly among the public, but there was no book in the world with which to settle arguments about records. He realized then that a book supplying the answers to this sort of question might prove successful. Beaver's idea became a reality when Guinness employee Christopher Chataway recommended university friends Norris and Ross McWhirter, who had been running a fact-finding agency in London. The twin brothers were commissioned in August 1954 to compile what became The Guinness Book of (Superlatives and now) Records.[clarification needed] A thousand copies were distributed for free to pubs across Britain and Ireland as a promotional asset for the Guinness brand, and they became immensely popular with customers. After the founding of The Guinness Book of Records office at the top of Ludgate House, 107 Fleet Street, London, the first 198-page edition was bound on 27 August 1955 and went to the top of the British bestseller list by Christmas. The following year, it was introduced into the United States by New York publisher David Boehm and sold 70,000 copies. Since then, Guinness World Records has sold more than 150 million copies in 100 countries and 40 languages. Due to the book's surprise success, many further editions were printed, eventually settling into a pattern of one revision a year, published in September/October, in time for Christmas. The McWhirters continued to compile it for many years. Both brothers had an encyclopedic memory; on the British children's television series Record Breakers (based upon the book), which was broadcast on the BBC from 1972 to 2001, they would take questions posed by children in the audience on various world records and were able to give the correct answer. Ross McWhirter was assassinated by two members of the Provisional Irish Republican Army in 1975, in response to offering a £50,000 reward for information that would lead to the capture of members of the organization. Following Ross's assassination, the feature on the show where questions about records posed by children were answered was called Norris on the Spot. Norris carried on as the book's sole editor. Guinness Superlatives, later Guinness World Records Limited, was incorporated in London in 1954 to publish the first book. Sterling Publishing owned the rights to the Guinness book in the US for decades until it was repurchased by Guinness in 1989 after an 18-month long lawsuit. The group was owned by Guinness PLC and subsequently Diageo until 2001, when it was purchased by Gullane Entertainment for £45.5 million ($65 million). Gullane was itself purchased by HIT Entertainment in 2002. In 2006, Apax Partners purchased HIT and subsequently sold Guinness World Records in early 2008 to the Jim Pattison Group, the parent company of Ripley Entertainment, which is licensed to operate Guinness World Records' Attractions. With offices in New York City and Tokyo, Guinness World Records' global headquarters remain in South Quay Plaza in Canary Wharf, London, while its museum attractions are based at Ripley headquarters in Orlando, Florida. Recent editions have focused on record feats by individuals. Competitions range from obvious ones such as Olympic weightlifting to the longest egg tossing distances, or for the longest time spent playing Grand Theft Auto IV or the largest number of hot dogs consumed in three minutes. Besides records about competitions, it contains such facts such as the heaviest tumor, the most poisonous fungus, the longest-running soap opera and the most valuable life-insurance policy, among others. Many records also relate to the youngest people to have achieved something, such as the youngest person to visit all nations of the world, currently held by Maurizio Giuliano. Each edition contains a selection of the records from the Guinness World Records database, as well as select new records, with the criteria for inclusion changing from year to year. The latest edition is the 72nd, published in August 2025. The retirement of Norris McWhirter from his consulting role in 1995 and the subsequent decision by Diageo Plc to sell The Guinness Book of Records brand have shifted the focus of the books from text-oriented to illustrated reference. A selection of records are curated for the book from the full archive but all existing Guinness World Records titles can be accessed by creating a login on the company's website. Applications made by individuals for existing record categories are free of charge. There is an administration fee of £5 (or $5) to propose a new record title. A number of spin-off books and television series have also been produced. Guinness World Records bestowed the record of "Person with the most records" on Ashrita Furman of Queens, New York, in April 2009; at that time, he held 100 records. In 2005, Guinness designated 9 November as International Guinness World Records Day to encourage breaking of world records. In 2006, an estimated 100,000 people participated in over 10 countries. Guinness reported 2,244 new records in 12 months, which was a 173% increase over the previous year. In February 2008, NBC aired The Top 100 Guinness World Records of All Time and Guinness World Records made the complete list available on their website. The popularity of the franchise has resulted in Guinness World Records becoming the primary international authority on the cataloguing and verification of a huge number of world records. Over its history, numerous world record categories have been discontinued. This list may include that the record poses a threat to health or the environment. Defining records For many records, Guinness World Records is the effective authority on the exact requirements for them and with whom records reside, the company providing adjudicators to events to determine the veracity of record attempts. The list of records which the Guinness World Records covers is not fixed, records may be added and also removed for various reasons. The public is invited to submit applications for records, which can be either the bettering of existing records or substantial achievements which could constitute a new record. The company also provides corporate services for companies to "harness the power of record-breaking to deliver tangible success for their businesses." Guinness World Records states several types of records it will not accept for ethical reasons, such as those related to the killing or harming of animals. In the 2006 Guinness Book of World Records, Colombian serial killer Pedro López was listed as the "most prolific serial killer", having murdered at least 110 people (with Lopez himself claiming he murdered over 300 people) in Colombia, Ecuador and Peru in the late 1960s to 1980s. This was later removed after complaints that it made a competition out of murder, however the record was reinstated in the 2026 edition. Several world records that were once included in the book have been removed for ethical reasons, including concerns for the well-being of potential record breakers. For example, following publication of the "heaviest pet" record, many owners overfed their pets beyond the bounds of what was healthy, and therefore such entries were removed. The Guinness Book also dropped records within their "eating and drinking records" section of Human Achievements in 1991 over concerns that potential competitors could harm themselves and expose the publisher to potential litigation. These changes included the removal of all spirit, wine and beer drinking records, along with other unusual records for consuming such unlikely things as bicycles and trees. Other records, such as sword swallowing and rally driving (on public roads), were closed from further entry as the current holders had performed beyond what are considered safe human tolerance levels. There have been instances of closed categories being reopened. For example, the sword swallowing category was listed as closed in the 1990 Guinness Book of World Records, but has since been reopened with Johnny Strange breaking a sword swallowing record on Guinness World Records Live. Similarly, the speed beer drinking records which were dropped from the book in 1991, reappeared 17 years later in the 2008 edition, but were moved from the "Human Achievements" section of the older book to the "Modern Society" section of the newer edition. As of 2011[update], it is required in the guidelines of all "large food" type records that the item be fully edible, and distributed to the public for consumption, to prevent food wastage. Chain letters are also not allowed: "Guinness World Records does not accept any records relating to chain letters, sent by post or e-mail." After Roger Guy English set the record for sleeplessness in 1974, the category was discontinued for being too dangerous. At the request of the U.S. Mint, in 1984, the book stopped accepting claims of large hoardings of pennies or other currency. Environmentally unfriendly records (such as the releasing of sky lanterns and party balloons) are no longer accepted or monitored, in addition to records relating to tobacco or cannabis consumption or preparation. In 2024, Guinness World Records was accused of laundering the reputation of the oppressive governments as it set world records for the UAE's police forces and Egypt's military. By 2024, the UAE achieved 526 records, of which 21 were credited to the Emirates' police force. Matthew Hedges, a British academic who was forced to sign a false confession, asked the records body to take down the Abu Dhabi police department's certificate for "most signatures on a scroll", along with other such titles. Concerns were also raised around the activities around Egypt, which moved from 22 records to 110 within a decade until 2024. James Lynch, co-founder of FairSquare, said the records were legitimizing Abdel Fattah el-Sisi's regime. The Guinness World Records stated that its record titles "cannot be purchased". Guinness World Records has been accused of romanticizing diseases, such as Graves' Disease and Pica. For some potential categories, Guinness World Records has declined to list some records that are too difficult or impossible to determine. For example, its website states: "We do not accept any claims for beauty as it is not objectively measurable." On 10 December 2010, Guinness World Records stopped accepting submissions for the "dreadlock" category after an investigation of its first and only female title holder, Asha Mandela, determining it was impossible to judge this record accurately. Change in business model Traditionally, the company made a large amount of its revenue via book sales to interested readers, especially children. The rise of the Internet began to cut into book sales starting in the 2000s, part of a general decline in the book industry. According to a 2017 story by Planet Money of NPR, Guinness began to realize that a lucrative new revenue source to replace falling book sales was the would-be record-holders themselves. While any person can theoretically send in a record to be verified for free, the approval process is slow. Would-be record breakers that paid fees ranging from US$12,000 to US$500,000 would be given advisors, adjudicators, help in finding good records to break as well as suggestions for how to do it, prompt service, and so on. In particular, corporations and celebrities seeking a publicity stunt to launch a new product or draw attention to themselves began to hire Guinness World Records, paying them for finding a record to break or to create a new category just for them. As such, they have been described as a native advertising company, with no clear distinction between content and advertisement. Television talk show host John Oliver criticized Guinness World Records on the programme Last Week Tonight with John Oliver in August 2019, during an episode about President of Turkmenistan Gurbanguly Berdimuhamedow. Oliver said Guinness took money from authoritarian governments for pointless vanity projects such as Berdimuhamedow's. Oliver asked Guinness to work with Last Week Tonight to adjudicate a record for "Largest cake featuring a picture of someone falling off a horse", but according to Oliver, the offer did not work out after Guinness insisted on a non-disparagement clause. Guinness World Records denied the accusations and stated that they declined Oliver's offer to participate because "it was merely an opportunity to mock one of our record-holders," and that Oliver did not specifically request the record for the largest marble cake. As of 2021, the Guinness World Record for "Largest marble cake" remains with Betty Crocker Middle East in Saudi Arabia. Following Oliver's episode, Guinness World Records' ethics were called into question by human rights groups. Museums In 1976, a Guinness Book of World Records museum opened in the Empire State Building. Speed shooter Bob Munden then went on tour promoting The Guinness Book of World Records by performing his record fast draws with a standard weight single-action revolver from a Western movie-type holster. His fastest time for a draw was 0.02 seconds. Among exhibits were life-size statues of the world's tallest man, Robert Wadlow, and world's largest earthworm, an X-ray photo of a sword swallower, repeated lightning strike victim Roy Sullivan's hat complete with lightning holes and a pair of gem-studded golf shoes on sale for $6,500. The museum closed in 1995. In more recent years, the Guinness company has permitted the franchising of small museums with displays based on the book, all currently (as of 2010[update]) located in towns popular with tourists: Tokyo, Copenhagen, San Antonio. There were once Guinness World Records museums and exhibitions at the London Trocadero, Bangalore, San Francisco, Myrtle Beach, Orlando, Atlantic City, and Las Vegas. The Orlando museum, which closed in 2002, was branded The Guinness Records Experience; the Hollywood, Niagara Falls, Copenhagen, and Gatlinburg museums also previously featured this branding. Retail and merchandise Guinness World Records operates an official online shop, the Guinness World Records Store, which offers items related to record-breaking achievements, including certificates of participation, apparel, and the annual Guinness World Records book. The shop provides record-holders and the general public with access to official Guinness World Records materials. Merchandise is part of the organization's broader engagement efforts beyond its publications and events. Television series Guinness World Records has commissioned various television series documenting world record breaking attempts, including: Rhianna Loren (2025) Specials: Gamer's edition In 2008, Guinness World Records released its gamer's edition, a supplement that keeps records for popular video game high scores, codes and feats in association with Twin Galaxies. The Gamer's Edition used to contain 258 pages, over 1,236 video game related world records and four interviews including one with Twin Galaxies founder Walter Day. Editions were published for the years 2008 through 2020, with the 2009 edition in hardcover. The 2025 edition is the first since 2020, returning after a five-year hiatus. Since 2020, the supplement has had 192 pages. The Guinness Book of British Hit Singles The Guinness Book of British Hit Singles was a music reference book first published in 1977. It was compiled by BBC Radio 1 DJs Paul Gambaccini and Mike Read with brothers Tim Rice and Jonathan Rice. It was the first in a number of music reference books that were to be published by Guinness Publishing with sister publication The Guinness Book of British Hit Albums coming in 1983. After being sold to Hit Entertainment, the data concerning the Official Chart Company's singles and albums charts were combined under the title British Hit Singles & Albums, with Hit Entertainment publishing the book from 2003 to 2006 (under the Guinness World Records brand). After Guinness World Records was sold to The Jim Pattison Group, it was effectively replaced by a series of books published by Ebury Publishing/Random House with the Virgin Book of British Hit Singles first being published in 2007 and with a Hit Albums book following two years later. Other media and products In 1975, Parker Brothers marketed a board game, The Guinness Game of World Records, based on the book. Players compete by setting and breaking records for activities such as the longest streak of rolling dice before rolling doubles, stacking plastic pieces, and bouncing a ball off alternating sides of a card, as well as answering trivia questions based on the listings in the Guinness Book of World Records. A video game, Guinness World Records: The Videogame, was developed by TT Fusion and released for Nintendo DS, Wii and iOS in November 2008. In 2012, Warner Bros. announced the development of a live-action film version of Guinness World Records with Daniel Chun as scriptwriter. The film, however, never entered production. Dr. Sunil Gupta is listed in the Guinness World Records for participating in the largest multi-location diabetic neuropathy screening conducted on World Diabetes Day, 14 November 2013, during which 1,676 screenings were performed across 27 locations in India. References
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[SOURCE: https://en.wikipedia.org/wiki/Guinness_World_Records#cite_note-98] | [TOKENS: 3908]
Contents Guinness World Records Page version status This is an accepted version of this page Guinness World Records, known from its inception in 1955 until 1999 as The Guinness Book of Records and in previous United States editions as The Guinness Book of World Records, is a British reference book published annually, listing world records both of human achievements and the extremes of the natural world. Sir Hugh Beaver created the concept in order to settle arguments debated in pubs, and twin brothers Norris and Ross McWhirter co-founded the book in London in late August 1955. The first edition topped the bestseller list in the United Kingdom by Christmas 1955. The following year the book was launched internationally, and as of the 2026 edition, it is now in its 71st year of publication, published in 100 countries and 40 languages, and maintains over 53,000 records in its database. The international franchise has extended beyond print to include television series and museums. The popularity of the franchise has resulted in Guinness World Records becoming the primary international source for cataloguing and verification of a huge number of world records. The organization employs record adjudicators to verify the authenticity of the setting and breaking of records. Following a series of owners, the franchise has been owned by the Jim Pattison Group since 2008, with its headquarters moved to South Quay Plaza, Canary Wharf, London, in 2017. Since 2008, Guinness World Records has orientated its business model away from selling books, and towards creating new world records as publicity exercises for individuals and organizations, which has attracted criticism. History On 10 November 1951, Sir Hugh Beaver, then the managing director of the Guinness Breweries, went on a shooting party in the North Slob, by the River Slaney in County Wexford, Ireland. After missing a shot at a golden plover, he became involved in an argument over whether the golden plover or the red grouse was the fastest game bird in Europe (the plover is faster, but neither is the fastest game bird in Europe). That evening at Castlebridge House, he realized that it was impossible to confirm in reference books whether or not the golden plover was Europe's fastest game bird. Beaver knew that there must have been numerous other questions debated nightly among the public, but there was no book in the world with which to settle arguments about records. He realized then that a book supplying the answers to this sort of question might prove successful. Beaver's idea became a reality when Guinness employee Christopher Chataway recommended university friends Norris and Ross McWhirter, who had been running a fact-finding agency in London. The twin brothers were commissioned in August 1954 to compile what became The Guinness Book of (Superlatives and now) Records.[clarification needed] A thousand copies were distributed for free to pubs across Britain and Ireland as a promotional asset for the Guinness brand, and they became immensely popular with customers. After the founding of The Guinness Book of Records office at the top of Ludgate House, 107 Fleet Street, London, the first 198-page edition was bound on 27 August 1955 and went to the top of the British bestseller list by Christmas. The following year, it was introduced into the United States by New York publisher David Boehm and sold 70,000 copies. Since then, Guinness World Records has sold more than 150 million copies in 100 countries and 40 languages. Due to the book's surprise success, many further editions were printed, eventually settling into a pattern of one revision a year, published in September/October, in time for Christmas. The McWhirters continued to compile it for many years. Both brothers had an encyclopedic memory; on the British children's television series Record Breakers (based upon the book), which was broadcast on the BBC from 1972 to 2001, they would take questions posed by children in the audience on various world records and were able to give the correct answer. Ross McWhirter was assassinated by two members of the Provisional Irish Republican Army in 1975, in response to offering a £50,000 reward for information that would lead to the capture of members of the organization. Following Ross's assassination, the feature on the show where questions about records posed by children were answered was called Norris on the Spot. Norris carried on as the book's sole editor. Guinness Superlatives, later Guinness World Records Limited, was incorporated in London in 1954 to publish the first book. Sterling Publishing owned the rights to the Guinness book in the US for decades until it was repurchased by Guinness in 1989 after an 18-month long lawsuit. The group was owned by Guinness PLC and subsequently Diageo until 2001, when it was purchased by Gullane Entertainment for £45.5 million ($65 million). Gullane was itself purchased by HIT Entertainment in 2002. In 2006, Apax Partners purchased HIT and subsequently sold Guinness World Records in early 2008 to the Jim Pattison Group, the parent company of Ripley Entertainment, which is licensed to operate Guinness World Records' Attractions. With offices in New York City and Tokyo, Guinness World Records' global headquarters remain in South Quay Plaza in Canary Wharf, London, while its museum attractions are based at Ripley headquarters in Orlando, Florida. Recent editions have focused on record feats by individuals. Competitions range from obvious ones such as Olympic weightlifting to the longest egg tossing distances, or for the longest time spent playing Grand Theft Auto IV or the largest number of hot dogs consumed in three minutes. Besides records about competitions, it contains such facts such as the heaviest tumor, the most poisonous fungus, the longest-running soap opera and the most valuable life-insurance policy, among others. Many records also relate to the youngest people to have achieved something, such as the youngest person to visit all nations of the world, currently held by Maurizio Giuliano. Each edition contains a selection of the records from the Guinness World Records database, as well as select new records, with the criteria for inclusion changing from year to year. The latest edition is the 72nd, published in August 2025. The retirement of Norris McWhirter from his consulting role in 1995 and the subsequent decision by Diageo Plc to sell The Guinness Book of Records brand have shifted the focus of the books from text-oriented to illustrated reference. A selection of records are curated for the book from the full archive but all existing Guinness World Records titles can be accessed by creating a login on the company's website. Applications made by individuals for existing record categories are free of charge. There is an administration fee of £5 (or $5) to propose a new record title. A number of spin-off books and television series have also been produced. Guinness World Records bestowed the record of "Person with the most records" on Ashrita Furman of Queens, New York, in April 2009; at that time, he held 100 records. In 2005, Guinness designated 9 November as International Guinness World Records Day to encourage breaking of world records. In 2006, an estimated 100,000 people participated in over 10 countries. Guinness reported 2,244 new records in 12 months, which was a 173% increase over the previous year. In February 2008, NBC aired The Top 100 Guinness World Records of All Time and Guinness World Records made the complete list available on their website. The popularity of the franchise has resulted in Guinness World Records becoming the primary international authority on the cataloguing and verification of a huge number of world records. Over its history, numerous world record categories have been discontinued. This list may include that the record poses a threat to health or the environment. Defining records For many records, Guinness World Records is the effective authority on the exact requirements for them and with whom records reside, the company providing adjudicators to events to determine the veracity of record attempts. The list of records which the Guinness World Records covers is not fixed, records may be added and also removed for various reasons. The public is invited to submit applications for records, which can be either the bettering of existing records or substantial achievements which could constitute a new record. The company also provides corporate services for companies to "harness the power of record-breaking to deliver tangible success for their businesses." Guinness World Records states several types of records it will not accept for ethical reasons, such as those related to the killing or harming of animals. In the 2006 Guinness Book of World Records, Colombian serial killer Pedro López was listed as the "most prolific serial killer", having murdered at least 110 people (with Lopez himself claiming he murdered over 300 people) in Colombia, Ecuador and Peru in the late 1960s to 1980s. This was later removed after complaints that it made a competition out of murder, however the record was reinstated in the 2026 edition. Several world records that were once included in the book have been removed for ethical reasons, including concerns for the well-being of potential record breakers. For example, following publication of the "heaviest pet" record, many owners overfed their pets beyond the bounds of what was healthy, and therefore such entries were removed. The Guinness Book also dropped records within their "eating and drinking records" section of Human Achievements in 1991 over concerns that potential competitors could harm themselves and expose the publisher to potential litigation. These changes included the removal of all spirit, wine and beer drinking records, along with other unusual records for consuming such unlikely things as bicycles and trees. Other records, such as sword swallowing and rally driving (on public roads), were closed from further entry as the current holders had performed beyond what are considered safe human tolerance levels. There have been instances of closed categories being reopened. For example, the sword swallowing category was listed as closed in the 1990 Guinness Book of World Records, but has since been reopened with Johnny Strange breaking a sword swallowing record on Guinness World Records Live. Similarly, the speed beer drinking records which were dropped from the book in 1991, reappeared 17 years later in the 2008 edition, but were moved from the "Human Achievements" section of the older book to the "Modern Society" section of the newer edition. As of 2011[update], it is required in the guidelines of all "large food" type records that the item be fully edible, and distributed to the public for consumption, to prevent food wastage. Chain letters are also not allowed: "Guinness World Records does not accept any records relating to chain letters, sent by post or e-mail." After Roger Guy English set the record for sleeplessness in 1974, the category was discontinued for being too dangerous. At the request of the U.S. Mint, in 1984, the book stopped accepting claims of large hoardings of pennies or other currency. Environmentally unfriendly records (such as the releasing of sky lanterns and party balloons) are no longer accepted or monitored, in addition to records relating to tobacco or cannabis consumption or preparation. In 2024, Guinness World Records was accused of laundering the reputation of the oppressive governments as it set world records for the UAE's police forces and Egypt's military. By 2024, the UAE achieved 526 records, of which 21 were credited to the Emirates' police force. Matthew Hedges, a British academic who was forced to sign a false confession, asked the records body to take down the Abu Dhabi police department's certificate for "most signatures on a scroll", along with other such titles. Concerns were also raised around the activities around Egypt, which moved from 22 records to 110 within a decade until 2024. James Lynch, co-founder of FairSquare, said the records were legitimizing Abdel Fattah el-Sisi's regime. The Guinness World Records stated that its record titles "cannot be purchased". Guinness World Records has been accused of romanticizing diseases, such as Graves' Disease and Pica. For some potential categories, Guinness World Records has declined to list some records that are too difficult or impossible to determine. For example, its website states: "We do not accept any claims for beauty as it is not objectively measurable." On 10 December 2010, Guinness World Records stopped accepting submissions for the "dreadlock" category after an investigation of its first and only female title holder, Asha Mandela, determining it was impossible to judge this record accurately. Change in business model Traditionally, the company made a large amount of its revenue via book sales to interested readers, especially children. The rise of the Internet began to cut into book sales starting in the 2000s, part of a general decline in the book industry. According to a 2017 story by Planet Money of NPR, Guinness began to realize that a lucrative new revenue source to replace falling book sales was the would-be record-holders themselves. While any person can theoretically send in a record to be verified for free, the approval process is slow. Would-be record breakers that paid fees ranging from US$12,000 to US$500,000 would be given advisors, adjudicators, help in finding good records to break as well as suggestions for how to do it, prompt service, and so on. In particular, corporations and celebrities seeking a publicity stunt to launch a new product or draw attention to themselves began to hire Guinness World Records, paying them for finding a record to break or to create a new category just for them. As such, they have been described as a native advertising company, with no clear distinction between content and advertisement. Television talk show host John Oliver criticized Guinness World Records on the programme Last Week Tonight with John Oliver in August 2019, during an episode about President of Turkmenistan Gurbanguly Berdimuhamedow. Oliver said Guinness took money from authoritarian governments for pointless vanity projects such as Berdimuhamedow's. Oliver asked Guinness to work with Last Week Tonight to adjudicate a record for "Largest cake featuring a picture of someone falling off a horse", but according to Oliver, the offer did not work out after Guinness insisted on a non-disparagement clause. Guinness World Records denied the accusations and stated that they declined Oliver's offer to participate because "it was merely an opportunity to mock one of our record-holders," and that Oliver did not specifically request the record for the largest marble cake. As of 2021, the Guinness World Record for "Largest marble cake" remains with Betty Crocker Middle East in Saudi Arabia. Following Oliver's episode, Guinness World Records' ethics were called into question by human rights groups. Museums In 1976, a Guinness Book of World Records museum opened in the Empire State Building. Speed shooter Bob Munden then went on tour promoting The Guinness Book of World Records by performing his record fast draws with a standard weight single-action revolver from a Western movie-type holster. His fastest time for a draw was 0.02 seconds. Among exhibits were life-size statues of the world's tallest man, Robert Wadlow, and world's largest earthworm, an X-ray photo of a sword swallower, repeated lightning strike victim Roy Sullivan's hat complete with lightning holes and a pair of gem-studded golf shoes on sale for $6,500. The museum closed in 1995. In more recent years, the Guinness company has permitted the franchising of small museums with displays based on the book, all currently (as of 2010[update]) located in towns popular with tourists: Tokyo, Copenhagen, San Antonio. There were once Guinness World Records museums and exhibitions at the London Trocadero, Bangalore, San Francisco, Myrtle Beach, Orlando, Atlantic City, and Las Vegas. The Orlando museum, which closed in 2002, was branded The Guinness Records Experience; the Hollywood, Niagara Falls, Copenhagen, and Gatlinburg museums also previously featured this branding. Retail and merchandise Guinness World Records operates an official online shop, the Guinness World Records Store, which offers items related to record-breaking achievements, including certificates of participation, apparel, and the annual Guinness World Records book. The shop provides record-holders and the general public with access to official Guinness World Records materials. Merchandise is part of the organization's broader engagement efforts beyond its publications and events. Television series Guinness World Records has commissioned various television series documenting world record breaking attempts, including: Rhianna Loren (2025) Specials: Gamer's edition In 2008, Guinness World Records released its gamer's edition, a supplement that keeps records for popular video game high scores, codes and feats in association with Twin Galaxies. The Gamer's Edition used to contain 258 pages, over 1,236 video game related world records and four interviews including one with Twin Galaxies founder Walter Day. Editions were published for the years 2008 through 2020, with the 2009 edition in hardcover. The 2025 edition is the first since 2020, returning after a five-year hiatus. Since 2020, the supplement has had 192 pages. The Guinness Book of British Hit Singles The Guinness Book of British Hit Singles was a music reference book first published in 1977. It was compiled by BBC Radio 1 DJs Paul Gambaccini and Mike Read with brothers Tim Rice and Jonathan Rice. It was the first in a number of music reference books that were to be published by Guinness Publishing with sister publication The Guinness Book of British Hit Albums coming in 1983. After being sold to Hit Entertainment, the data concerning the Official Chart Company's singles and albums charts were combined under the title British Hit Singles & Albums, with Hit Entertainment publishing the book from 2003 to 2006 (under the Guinness World Records brand). After Guinness World Records was sold to The Jim Pattison Group, it was effectively replaced by a series of books published by Ebury Publishing/Random House with the Virgin Book of British Hit Singles first being published in 2007 and with a Hit Albums book following two years later. Other media and products In 1975, Parker Brothers marketed a board game, The Guinness Game of World Records, based on the book. Players compete by setting and breaking records for activities such as the longest streak of rolling dice before rolling doubles, stacking plastic pieces, and bouncing a ball off alternating sides of a card, as well as answering trivia questions based on the listings in the Guinness Book of World Records. A video game, Guinness World Records: The Videogame, was developed by TT Fusion and released for Nintendo DS, Wii and iOS in November 2008. In 2012, Warner Bros. announced the development of a live-action film version of Guinness World Records with Daniel Chun as scriptwriter. The film, however, never entered production. Dr. Sunil Gupta is listed in the Guinness World Records for participating in the largest multi-location diabetic neuropathy screening conducted on World Diabetes Day, 14 November 2013, during which 1,676 screenings were performed across 27 locations in India. References
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[SOURCE: https://en.wikipedia.org/wiki/IGN#cite_ref-48] | [TOKENS: 3612]
Contents IGN IGN[b] is a compromised American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. IGN features articles on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs available on the Xbox and PlayStation, Nintendo Switch, PC, Mobile, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, and AskMen. IGN was sold to publishing company Ziff Davis in February 2013. History IGN was created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, and GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand. The homepage exposed content from more than 30 different channels. Websites Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter. That same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com. At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball held an IPO in 2000, but shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider (later IGN Prime), which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN has been ranked among the top 500 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multimedia business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1Up.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" (Game Popularity Metric) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game. However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D (Voodoo Extreme 3D) were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005. The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. IGN Entertainment acquired Gamer Network and its properties in May 2024 for an undisclosed sum. These included Eurogamer, Rock Paper Shotgun, VG247 and others. As a result, some layoffs were made due to redundancies. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal". Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews would use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change was not retroactive: all scores on reviews written before the change would remain the same. This change also did not affect the scoring system for reader reviews. On September 13, 2012, IGN revealed that as part of its new review format all future reviews would follow a 100-point scale again, but without using decimals, meaning a score of 8.5 would become an 85. Unlike the previous conversion to the 20-point scale, this latest scoring system change was retroactive and all previous IGN review scores were to be updated to follow the new system. However, despite the announcement, the article included a short addition, post-release; it stated that after much discussion, they had decided to retain the decimal point in all upcoming scores. In early 2014, IGN introduced a new policy, in which a game's review score can be re-reviewed and improved, provided that continuous updates form a significant change compared to the game at launch. Examples of games that have been re-reviewed were League of Legends, Heroes of the Storm, Warframe, and the pocket edition of Minecraft. In January 2020, IGN revealed that reviews would be reverted to a 10-point scale, from 1 to 10, finding that the finer distinction of the 100-point scale was difficult to maintain, whereas a 10-point scale would still be true to its reviews and would be easier to promote. IGN 'Best of' awards IGN's 'Best of' is an end-of-year event to annually honor the year's best games, films, television shows and comics. Winners of each award category are selected by IGN staff from a list of nominees, while readers are able to cast their own votes online to determine the 'People's Choice' award for each category. Other sections In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO). Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001, and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfil much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002 when many of the staff departed. Interviews with professional wrestling personalities and coverage of wrestling games have been folded into IGN Sports, headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.[citation needed] In 2002, IGN launched a dedicated video game FAQs site specifically designed to host user-submitted guides. This was launched following the cancellation of affiliation with GameFAQs.[citation needed] In 2004, IGN launched GameStats, which was intended to be a more unbiased rating network, as it takes in scores from every corporate-owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.[citation needed] In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Like the film section, IGN's TV section has a variety of exclusive clips from upcoming television shows.[citation needed] On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.[citation needed] In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary. To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user-created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.[citation needed] Along with its popular website content, IGN also publishes many different podcasts on both its website and on iTunes. Some of its podcasts include console-oriented shows like the PlayStation-focused "Podcast Beyond" and the Xbox-oriented "Podcast Unlocked", the Nintendo-oriented "Nintendo Voice Chat", and Game Scoop!, a podcast where a variety of editors discuss news and topics surrounding the video game industry. Regional websites IGN has 28 editions in 25 languages, as of 2021. The US & Canada, UK & Ireland, and Australia & New Zealand editions are operated by Ziff Davis subsidiaries, with all others being franchised publishers. Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. Licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.[citation needed] When visiting www.ign.com from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar above or below (depending on the regional website) the page's master template.[citation needed] IGN Con IGN Convention (IGN Con) is a video games, movies, comics and pop culture convention held in various cities in the Middle East. The event generally includes celebrities, video game tournaments, table top games, card games, movie previews, comic book stalls and a cosplay competition. A number of Middle Eastern artists and game developers also showcase their work at IGN Convention. This convention is owned and operated by IGN Middle East, the Middle Eastern edition of popular video games website IGN. IGN Convention is the spiritual successor to GameFest, a biannual, smaller scale gaming gallery which was originally hosted by IGN Middle East's parent company T-break Media between 2010 and 2012, before the hosting duties were subsequently taken over by AMD EMEA. The IGN Convention logo was designed by prominent Gulf based artist Ashraf Ghori. Conferences have included: IGN Pro League In 2011, IGN launched IGN Pro League, a professional esports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends. On March 6, 2013, only weeks prior to the event, IGN abruptly canceled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to compete with the increasing number of esports events that were being held. On April 8, 2013, Blizzard Entertainment announced that it had acquired the staff and assets of the IPL from IGN; its former staff were reassigned to work on in-house esports productions. Controversies In 2007, Video Game Media Watch accused former IGN editor Doug Perry of "journalistic misconduct" for an exclusive review of Prey. In November 2017, some IGN employees refused to work to show solidarity with Kallie Plagge, a former editor who alleged that in 2016, another editor, Vince Ingenito, sexually harassed her and another female employee and made inappropriate comments. Human resources allegedly told her that she "needed to have better judgment about who [she] was 'friends' with" and that she was an "equal participant" in "inappropriate flirtation". This incident was widely circulated across social media. In August 2018, the owner of YouTube channel Boomstick Gaming accused the IGN reviewer Filip Miucin of plagiarizing his video review of the game Dead Cells. On August 7, IGN stated that it had found "substantial similarities" between the reviews, apologized, and announced that it had dismissed Miucin. On August 10, IGN published a new review by Brandin Tyrrel, which included an editor's note apologizing again and stating that "this review (and its score) represents solely the opinion of the new reviewer". In a subsequently unlisted video, Miucin responded that while he took "complete ownership over what happened", the similarity was not intentional. Kotaku found similarities between Miucin's other reviews, reviews on Nintendo Life and Engadget and material posted on the games discussion forum NeoGAF. On August 14, IGN announced that it would remove all of Miucin's work pending further review. On April 19, 2019, Miucin admitted plagiarism and issued an apology on his YouTube channel. During the 2021 Israel–Palestine crisis, the main IGN site posted an article on May 14 urging readers to donate to charities helping Palestinian civilians such as the Palestine Children's Relief Fund and linked to relevant news reporting. A Palestinian flag was also added besides the IGN logo. Shortly after the article went up IGN Israel made statements on social media condemning the article. The Palestinian flag was soon replaced with a Red Cross. On May 16, the article was deleted and a statement was made on the IGN Twitter account saying that it was wrong to only highlight one side of the conflict. A reposted version on South Africa-based IGN Africa was also removed. On May 17, over 60 members of IGN's staff signed an open letter condemning the article's removal for going against the site's editorial freedom and policies for retracting or correcting articles, as well as the lack of communication with IGN staff. IGN reinstated the article on August 24 under a new headline alongside a statement of newly formalized editorial policies. Television and films Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Cosplayer#cite_note-95] | [TOKENS: 6859]
Contents Cosplay Cosplay, a blend word of "costume play", is an activity and performance art in which participants called cosplayers wear costumes and fashion accessories to represent a specific character. Cosplayers often interact to create a subculture, and a broader use of the term "cosplay" applies to any costumed role-playing in venues apart from the stage. Any entity that lends itself to dramatic interpretation may be taken up as a subject. Favorite sources include anime, cartoons, manga, comic books, television series, musical artists, video games, memes, and in some cases, original characters. The term has been adopted as slang, often in politics, to mean someone pretending to play a role or take on a personality disingenuously. Cosplay grew out of the practice of fan costuming at science fiction conventions, beginning with Morojo's "futuristicostumes" created for the 1st World Science Fiction Convention held in New York City, United States, in 1939. The Japanese term "cosplay" (コスプレ, kosupure) was coined in 1983. A rapid growth in the number of people cosplaying as a hobby since the 1990s has made the phenomenon a significant aspect of popular culture in Japan, as well as in other parts of East Asia and in the Western world. Cosplay events are common features of fan conventions, and today there are many dedicated conventions and competitions, as well as social networks, websites, and other forms of media centered on cosplay activities. Cosplay is very popular among all genders, and it is not unusual to see crossplay, also referred to as gender-bending. Etymology The term "cosplay" is a Japanese blend word of the English terms costume and play. The term was coined by Nobuyuki Takahashi [ja] of Studio Hard in an article for the Japanese magazine My Anime [ja] in June 1983. Takahashi decided to coin a new word rather than use the existing translation of the English term "masquerade" because it implied nobility and was old-fashioned. The coinage reflects a common Japanese method of abbreviation in which the first two moras of a pair of words are used to form an independent compound: 'costume' becomes kosu (コス) and 'play' becomes pure (プレ). History Masquerade balls were a feature of the Carnival season in the 15th century, and involved increasingly elaborate allegorical Royal Entries, pageants, and triumphal processions celebrating marriages and other dynastic events of late medieval court life. They were extended into costumed public festivities in Italy during the 16th century Renaissance, generally elaborate dances held for members of the upper classes, which were particularly popular in Venice. In April 1877, French novelist Jules Verne sent out almost 700 invitations for an elaborate costume ball, where several of the guests showed up dressed as characters from Verne's novels. Costume parties (American English) or fancy dress parties (British English) were popular from the 19th century onwards. Costuming guides of the period, such as Samuel Miller's Male Character Costumes (1884) or Ardern Holt's Fancy Dresses Described (1887), feature mostly generic costumes, whether that be period costumes, national costumes, objects or abstract concepts such as "Autumn" or "Night". Most specific costumes described therein are for historical figures although some are sourced from fiction, like Alexandre Dumas' The Three Musketeers or William Shakespeare's characters. By March 1891, a literal call by one Herbert Tibbits for what would today be described as "cosplayers" was advertised for an event held from 5–10 March that year at the Royal Albert Hall in London, for the so-named Vril-Ya Bazaar and Fete based on a science fiction novel and its characters, published two decades earlier. A.D. Condo's science fiction comic strip character Mr. Skygack, from Mars (a Martian ethnographer who comically misunderstands many Earthly affairs) is arguably the first fictional character that people emulated by wearing costumes, as in 1908 Mr. and Mrs. William Fell of Cincinnati, Ohio, are reported to have attended a masquerade at a skating rink wearing Mr. Skygack and Miss Dillpickles costumes. Later, in 1910, an unnamed woman won first prize at masquerade ball in Tacoma, Washington, wearing another Skygack costume. The first people to wear costumes to attend a convention were science fiction fans Forrest J Ackerman and Myrtle R. Douglas, known in fandom as Morojo. They attended the 1939 1st World Science Fiction Convention (Nycon or 1st Worldcon) in the Caravan Hall, New York, US dressed in "futuristicostumes", including green cape and breeches, based on the pulp magazine artwork of Frank R. Paul and the 1936 film Things to Come, designed and created by Douglas. Ackerman later stated that he thought everyone was supposed to wear a costume at a science fiction convention, although only he and Douglas did. Fan costuming caught on, however, and the 2nd Worldcon (1940) had both an unofficial masquerade held in Douglas' room and an official masquerade as part of the programme. David Kyle won the masquerade wearing a Ming the Merciless costume created by Leslie Perri, while Robert A. W. Lowndes received second place with a Bar Senestro costume (from the novel The Blind Spot by Austin Hall and Homer Eon Flint). Other costumed attendees included guest of honor E. E. Smith as Northwest Smith (from C. L. Moore's series of short stories) and both Ackerman and Douglas wearing their futuristicostumes again. Masquerades and costume balls continued to be part of World Science Fiction Convention tradition thereafter. Early Worldcon masquerade balls featured a band, dancing, food and drinks. Contestants either walked across a stage or a cleared area of the dance floor. Ackerman wore a "Hunchbackerman of Notre Dame" costume to the 3rd Worldcon (1941), which included a mask designed and created by Ray Harryhausen, but soon stopped wearing costumes to conventions. Douglas wore an Akka costume (from A. Merritt's novel The Moon Pool), the mask again made by Harryhausen, to the 3rd Worldcon and a Snake Mother costume (another Merritt costume, from The Snake Mother) to the 4th Worldcon (1946). Terminology was yet unsettled; the 1944 edition of Jack Speer's Fancyclopedia used the term costume party. Rules governing costumes became established in response to specific costumes and costuming trends. The first nude contestant at a Worldcon masquerade was in 1952; but the height of this trend was in the 1970s and early 1980s, with a few every year. This eventually led to "No Costume is No Costume" rule, which banned full nudity, although partial nudity was still allowed as long as it was a legitimate representation of the character. Mike Resnick describes the best of the nude costumes as Kris Lundi wearing a harpy costume to the 32nd Worldcon (1974) (she received an honorable mention in the competition). Another costume that instigated a rule change was an attendee at the 20th Worldcon (1962) whose blaster prop fired a jet of real flame; which led to fire being banned. At the 30th WorldCon (1972), artist Scott Shaw wore a costume composed largely of peanut butter to represent his own underground comix character called "The Turd". The peanut butter rubbed off, doing damage to soft furnishings and other peoples' costumes, and then began to go rancid under the heat of the lighting. Food, odious, and messy substances were banned as costume elements after that event. Costuming spread with the science fiction conventions and the interaction of fandom. The earliest known instance of costuming at a convention in the United Kingdom was at the London Science Fiction Convention (1953) but this was only as part of a play. However, members of the Liverpool Science Fantasy Society attended the 1st Cytricon (1955), in Kettering, wearing costumes and continued to do so in subsequent years. The 15th Worldcon (1957) brought the first official convention masquerade to the UK. The 1960 Eastercon in London may have been the first British-based convention to hold an official fancy dress party as part of its programme. The joint winners were Ethel Lindsay and Ina Shorrock as two of the titular witches from the novel The Witches of Karres by James H. Schmitz. Star Trek conventions began in 1969 and major conventions began in 1972 and they have featured cosplay throughout. In Japan, costuming at conventions was a fan activity from at least the 1970s, especially after the launch of the Comiket convention in December 1975. Costuming at this time was known as kasō (仮装). The first documented case of costuming at a fan event in Japan was at Ashinocon (1978), in Hakone, at which future science fiction critic Mari Kotani wore a costume based on the cover art for Edgar Rice Burroughs' novel A Fighting Man of Mars.[Notes 1] In an interview Kotani states that there were about twenty costumed attendees at the convention's costume party—made up of members of her Triton of the Sea fan club and Kansai Entertainers (関西芸人, Kansai Geinin), antecedent of the Gainax anime studio—with most attendees in ordinary clothing. One of the Kansai group, an unnamed friend of Yasuhiro Takeda, wore an impromptu Tusken Raider costume (from the film Star Wars) made from one of the host-hotel's rolls of toilet paper. Costume contests became a permanent part of the Nihon SF Taikai conventions from Tokon VII in 1980. Possibly the first costume contest held at a comic book convention was at the 1st Academy Con held at Broadway Central Hotel in New York in August 1965. Roy Thomas, future editor-in-chief of Marvel Comics but then just transitioning from a fanzine editor to a professional comic book writer, attended in a Plastic Man costume. The first Masquerade Ball held at San Diego Comic-Con was in 1974 during the convention's 6th event. Voice actress June Foray was the master of ceremonies. Future scream queen Brinke Stevens won first place wearing a Vampirella costume. Ackerman (who was the creator of Vampirella) was in attendance and posed with Stevens for photographs. They became friends and, according to Stevens "Forry and his wife, Wendayne, soon became like my god parents." Photographer Dan Golden saw a photograph of Stevens in the Vampirella costume while visiting Ackerman's house, leading to him hiring her for a non-speaking role in her first student film, Zyzak is King (1980), and later photographing her for the cover of the first issue of Femme Fatales (1992). Stevens attributes these events to launching her acting career. As early as a year after the 1975 release of The Rocky Horror Picture Show, audience members began dressing as characters from the movie and role-playing (although the initial incentive for dressing-up was free admission) in often highly accurate costumes. Costume-Con, a conference dedicated to costuming, was first held in January 1983. The International Costumers Guild, Inc., originally known as the Greater Columbia Fantasy Costumer's Guild, was launched after the 3rd Costume-Con (1985) as a parent organization and to support costuming. Costuming had been a fan activity in Japan from the 1970s, and it became much more popular in the wake of Takahashi's report. The new term did not catch on immediately, however. It was a year or two after the article was published before it was in common use among fans at conventions. It was in the 1990s, after exposure on television and in magazines, that the term and practice of cosplaying became common knowledge in Japan. The first cosplay cafés appeared in the Akihabara area of Tokyo in the late 1990s. A temporary maid café was set up at the Tokyo Character Collection event in August 1998 to promote the video game Welcome to Pia Carrot 2 (1997). An occasional Pia Carrot Restaurant was held at the shop Gamers in Akihabara in the years up to 2000. Being linked to specific intellectual properties limited the lifespan of these cafés, which was solved by using generic maids, leading to the first permanent establishment, Cure Maid Café, which opened in March 2001. The first World Cosplay Summit was held on 12 October 2003 at the Rose Court Hotel in Nagoya, Japan, with five cosplayers invited from Germany, France and Italy. There was no contest until 2005, when the World Cosplay Championship began. The first winners were the Italian team of Giorgia Vecchini [it], Francesca Dani and Emilia Fata Livia. Worldcon masquerade attendance peaked in the 1980s and started to fall thereafter. This trend was reversed when the concept of cosplay was re-imported from Japan. Practice of cosplay Cosplay costumes vary greatly and can range from simple themed clothing to highly detailed costumes. It is generally considered different from Halloween and Mardi Gras costume wear, as the intention is to replicate a specific character, rather than to reflect the culture and symbolism of a holiday event. As such, when in costume, some cosplayers often seek to adopt the affect, mannerisms, and body language of the characters they portray (with "out of character" breaks). The characters chosen to be cosplayed may be sourced from any movie, TV series, book, comic book, video game, musical artist, anime, or manga. Some cosplayers even choose to cosplay an original character of their own design or a fusion of different genres (e.g., a steampunk version of a character), and it is a part of the ethos of cosplay that anybody can be anything, as with genderbending, crossplay, or drag, a cosplayer playing a character of another ethnicity, or a hijabi portraying Captain America. Cosplayers obtain their apparel through many different methods. Manufacturers produce and sell packaged outfits for use in cosplay, with varying levels of quality. These costumes are often sold online, but also can be purchased from dealers at conventions. Japanese manufacturers of cosplay costumes reported a profit of 35 billion yen in 2008. A number of individuals also work on commission, creating custom costumes, props, or wigs designed and fitted to the individual. Other cosplayers, who prefer to create their own costumes, still provide a market for individual elements, and various raw materials, such as unstyled wigs, hair dye, cloth and sewing notions, liquid latex, body paint, costume jewelry, and prop weapons. Cosplay represents an act of embodiment. Cosplay has been closely linked to the presentation of self, yet cosplayers' ability to perform is limited by their physical features. The accuracy of a cosplay is judged based on the ability to accurately represent a character through the body, and individual cosplayers frequently are faced by their own "bodily limits" such as level of attractiveness, body size, and disability that often restrict and confine how accurate the cosplay is perceived to be. Authenticity is measured by a cosplayer's individual ability to translate on-screen manifestation to the cosplay itself. Some have argued that cosplay can never be a true representation of the character; instead, it can only be read through the body, and that true embodiment of a character is judged based on nearness to the original character form. Cosplaying can also help some of those with self-esteem problems. Many cosplayers create their own outfits, referencing images of the characters in the process. In the creation of the outfits, much time is given to detail and qualities, thus the skill of a cosplayer may be measured by how difficult the details of the outfit are and how well they have been replicated. Because of the difficulty of replicating some details and materials, cosplayers often educate themselves in crafting specialties such as textiles, sculpture, face paint, fiberglass, fashion design, woodworking, and other uses of materials in the effort to render the look and texture of a costume accurately. Cosplayers often wear wigs in conjunction with their outfit to further improve the resemblance to the character. This is especially necessary for anime and manga or video-game characters who often have unnaturally colored and uniquely styled hair. Simpler outfits may be compensated for their lack of complexity by paying attention to material choice and overall high quality. To look more like the characters they are portraying, cosplayers might also engage in various forms of body modification. Cosplayers may opt to change their skin color utilizing make-up to more simulate the race of the character they are adopting. Contact lenses that match the color of their character's eyes are a common form of this, especially in the case of characters with particularly unique eyes as part of their trademark look. Contact lenses that make the pupil look enlarged to visually echo the large eyes of anime and manga characters are also used. Another form of body modification in which cosplayers engage is to copy any tattoos or special markings their character might have. Temporary tattoos, permanent marker, body paint, and in rare cases, permanent tattoos, are all methods used by cosplayers to achieve the desired look. Permanent and temporary hair dye, spray-in hair coloring, and specialized extreme styling products are all used by some cosplayers whose natural hair can achieve the desired hairstyle. It is also commonplace for them to shave off their eyebrows to gain a more accurate look. Some anime and video game characters have weapons or other accessories that are hard to replicate, and conventions have strict rules regarding those weapons, but most cosplayers engage in some combination of methods to obtain all the items necessary for their costumes; for example, they may commission a prop weapon, sew their own clothing, buy character jewelry from a cosplay accessory manufacturer, or buy a pair of off-the-rack shoes, and modify them to match the desired look. Cosplay may be presented in a number of ways and places. A subset of cosplay culture is centered on sex appeal, with cosplayers specifically choosing characters known for their attractiveness or revealing costumes. However, wearing a revealing costume can be a sensitive issue while appearing in public. People appearing naked at American science fiction fandom conventions during the 1970s were so common, a "no costume is no costume" rule was introduced. Some conventions throughout the United States, such as Phoenix Comicon (now known as Phoenix Fan Fusion) and Penny Arcade Expo, have also issued rules upon which they reserve the right to ask attendees to leave or change their costumes if deemed to be inappropriate to a family-friendly environment or something of a similar nature. The most popular form of presenting a cosplay publicly is by wearing it to a fan convention. Multiple conventions dedicated to anime and manga, comics, TV shows, video games, science fiction, and fantasy may be found all around the world. Cosplay-centered conventions include Cosplay Mania in the Philippines and EOY Cosplay Festival in Singapore. The single largest event featuring cosplay is the semiannual doujinshi market, Comic Market (Comiket), held in Japan during summer and winter. Comiket attracts hundreds of thousands of manga and anime fans, where thousands of cosplayers congregate on the roof of the exhibition center. In North America, the highest-attended fan conventions featuring cosplayers are San Diego Comic-Con and New York Comic Con held in the United States, and the anime-specific Anime North in Toronto, Otakon held in Washington, D.C. and Anime Expo held in Los Angeles. Europe's largest event is Japan Expo held in Paris, while the London MCM Expo and the London Super Comic Convention are the most notable in the UK. Supanova Pop Culture Expo is Australia's biggest event. Star Trek conventions have featured cosplay for many decades. These include Destination Star Trek, a UK convention, and Star Trek Las Vegas, a US convention. In different comic fairs, "Thematic Areas" are set up where cosplayers can take photos in an environment that follows that of the game or animation product from which they are taken. Sometimes the cosplayers are part of the area, playing the role of staff with the task of entertaining the other visitors. Some examples are the thematic areas dedicated to Star Wars or to Fallout. The areas are set up by not for profit associations of fans, but in some major fairs it is possible to visit areas set up directly by the developers of the video games or the producers of the anime. The appearance of cosplayers at public events makes them a popular draw for photographers. As this became apparent in the late 1980s, a new variant of cosplay developed in which cosplayers attended events mainly for the purpose of modeling their characters for still photography rather than engaging in continuous role play. Rules of etiquette were developed to minimize awkward situations involving boundaries. Cosplayers pose for photographers and photographers do not press them for personal contact information or private sessions, follow them out of the area, or take photos without permission. The rules allow the collaborative relationship between photographers and cosplayers to continue with the least inconvenience to each other. Some cosplayers choose to have a professional photographer take high quality images of them in their costumes posing as the character. Cosplayers and photographers frequently exhibit their work online and sometimes sell their images. As the popularity of cosplay has grown, many conventions have come to feature a contest surrounding cosplay that may be the main feature of the convention. Contestants present their cosplay, and often to be judged for an award, the cosplay must be self-made. The contestants may choose to perform a skit, which may consist of a short performed script or dance with optional accompanying audio, video, or images shown on a screen overhead. Other contestants may simply choose to pose as their characters. Often, contestants are briefly interviewed on stage by a master of ceremonies. The audience is given a chance to take photos of the cosplayers. Cosplayers may compete solo or in a group. Awards are presented, and these awards may vary greatly. Generally, a best cosplayer award, a best group award, and runner-up prizes are given. Awards may also go to the best skit and a number of cosplay skill subcategories, such as master tailor, master weapon-maker, master armorer, and so forth. The most well-known cosplay contest event is the World Cosplay Summit, selecting cosplayers from 40 countries to compete in the final round in Nagoya, Japan. Some other international events include European Cosplay Gathering (finals taking place at Japan Expo in Paris), EuroCosplay (finals taking place at London MCM Comic Con), and the Nordic Cosplay Championship (finals taking place at NärCon in Linköping, Sweden). This table contains a list of the most common cosplay competition judging criteria, as seen from World Cosplay Summit, Cyprus Comic Con, and ReplayFX. Portraying a character of the opposite sex is called crossplay. The practicality of crossplay and cross-dress stems in part from the abundance in manga of male characters with delicate and somewhat androgynous features. Such characters, known as bishōnen (lit. 'pretty boy'), are Asian equivalent of the elfin boy archetype represented in Western tradition by figures such as Peter Pan and Ariel. Male to female cosplayers may experience issues when trying to portray a female character because it is hard to maintain the sexualized femininity of a character. Male cosplayers may also be subjected to discrimination, including homophobic comments and being touched without permission. This affects men possibly even more often than it affects women, despite inappropriate contact already being a problem for women who cosplay, as is "slut-shaming". Animegao kigurumi players, a niche group in the realm of cosplay, are often male cosplayers who use zentai and stylized masks to represent female anime characters. These cosplayers completely hide their real features so the original appearance of their characters may be reproduced as literally as possible, and to display all the abstractions and stylizations such as oversized eyes and tiny mouths often seen in Japanese cartoon art. This does not mean that only males perform animegao or that masks are only female. "Cosplay Is Not Consent", a movement started in 2013 by Rochelle Keyhan, Erin Filson, and Anna Kegler, brought attention to the issue of sexual harassment in the convention attending cosplay community. Harassment of cosplayers include photography without permission, verbal abuse, touching, and groping. Harassment is not limited to women in provocative outfits as male cosplayers talked about being bullied for not fitting certain costume and characters. Starting in 2014, New York Comic Con placed large signs at the entrance stating that "Cosplay is Not Consent". Attendees were reminded to ask permission for photos and respect the person's right to say no. The movement against sexual harassment against cosplayers has continued to gain momentum and awareness since being publicized. Traditional mainstream news media like The Mercury News and Los Angeles Times have reported on the topic, bringing awareness of sexual harassment to those outside of the cosplay community. As cosplay has entered more mainstream media, ethnicity becomes a controversial point. Cosplayers of different skin color than the character are often ridiculed for not being 'accurate' or 'faithful'. Many cosplayers feel as if anyone can cosplay any character, but it becomes complicated when cosplayers are not respectful of the character's ethnicity. These views against non-white cosplayers within the community have been attributed to the lack of representation in the industry and in media. Issues such as blackface, brownface, and yellowface are still controversial since a large part of the cosplay community see these as separate problems, or simply an acceptable part of cosplay.[citation needed] Cosplay has influenced the advertising industry, in which cosplayers are often used for event work previously assigned to agency models. Some cosplayers have thus transformed their hobby into profitable, professional careers. Japan's entertainment industry has been home to the professional cosplayers since the rise of Comiket and Tokyo Game Show. The phenomenon is most apparent in Japan but exists to some degree in other countries as well. Professional cosplayers who profit from their art may experience problems related to copyright infringement. A cosplay model, also known as a cosplay idol, cosplays costumes for anime and manga or video game companies. Good cosplayers are viewed as fictional characters in the flesh, in much the same way that film actors come to be identified in the public mind with specific roles. Cosplayers have modeled for print magazines like Cosmode and a successful cosplay model can become the brand ambassador for companies like Cospa. Some cosplay models can achieve significant recognition. While there are many significant cosplay models, Yaya Han was described as having emerged "as a well-recognized figure both within and outside cosplay circuits". Jessica Nigri, used her recognition in cosplay to gain other opportunities such as voice acting and her own documentary on Rooster Teeth. Liz Katz used her fanbase to take her cosplay from a hobby to a successful business venture, sparking debate through the cosplay community whether cosplayers should be allowed to fund and profit from their work. In the 2000s, cosplayers started to push the boundaries of cosplay into eroticism paving the way to "erocosplay". The advent of social media coupled with crowdfunding platforms like Patreon and OnlyFans have allowed cosplay models to turn cosplay into profitable full-time careers. During protests During various protests, cosplaying as a satirization of important people and political events. In Myanmar various protests after the 2021 coup d'état various protests occurred with cosplayers. Youth groups protested on the roads by wearing cosplay costumes, skirts, wedding dresses, and other unusual clothing for daily life while holding signboards and vinyl banners that break with the country's more traditional protest messages for the purpose of grabbing attention from both domestic and international press media. Other times fictional characters are used to convey a message such as women dressing like characters from The Handmaid's Tale to protest bodily restrictions in the United States. Cosplay by country or region Cosplayers in Japan formerly referred to themselves as reiyā (レイヤー), pronounced "layer". In contemporary Japan, however, cosplayers are more commonly referred to as kosupure (コスプレ), pronounced "ko-su-pray", as the term reiyā is now more frequently used to describe literal layers (for example, hair or clothing). Words such as kawaii (可愛い) (lit. 'cute') and kakko ī (かっこいい) (lit. 'cool') were often used to describe these changes, expressions that were closely tied to notions of femininity and masculinity. Those who photograph players are known as cameko (カメコ), a shortened form of camera kozō (カメラ小僧) (lit. 'camera boy'). Originally, cameko would give printed photographs to players as gifts. Growing interest in cosplay events—both among photographers and cosplayers willing to model—has led to the formalization of procedures at events such as Comiket. Photography is conducted in designated areas separate from the exhibit halls. In Japan, wearing costumes outside of conventions or other designated areas is generally discouraged. Since 1998, Tokyo's Akihabara district has contained a number of cosplay restaurants catering to devoted anime and manga fans, in which waitresses dress as characters from video games, anime, or manga; maid cafés are particularly popular. In Japan, Tokyo's Harajuku district serves as a favored informal gathering place for engaging in cosplay in public. Events held in Akihabara also attract large numbers of cosplayers. Ishoku-hada (異色肌) is a form of Japanese cosplay in which players use body paint to alter their skin color to match that of the character they portray. This practice allows for the representation of anime or manga characters, as well as video game characters, with non-human skin tones. A 2014 survey conducted for the Comiket convention in Japan reported that approximately 75% of cosplayers attending the event were female. Cosplay is common in many East Asian countries. For example, it is a major part of the Comic World conventions taking place regularly in South Korea, Hong Kong and Taiwan. Historically, the practice of dressing up as characters from works of fiction can be traced as far as the 17th century late Ming dynasty China. Western cosplay developed primarily from science fiction and fantasy fandoms. Compared with Japan, Western cosplayers are more likely to portray characters originating from live-action television series and films. Western costuming traditions also encompass a variety of related hobbyist subcultures, including participants in Renaissance faires, live action role-playing games, and historical reenactments. Costume competitions at science fiction conventions commonly feature masquerades, in which costumes are formally judged during stage presentations, as well as hall costumes that are evaluated informally throughout the event. The growing international popularity of Japanese cartoon during the late 2000s contributed to a rise in American and other Western cosplayers portraying characters from manga and anime. Over the following decade, anime conventions became increasingly common across Western countries, often rivaling long-established science fiction, comic book, and historical conventions in terms of attendance. At these events, cosplayers—much like their Japanese counterparts—gather to display their costumes, be photographed, and participate in competitive costume events. Convention attendees also frequently choose to dress as characters from Western comic books, animated works, films, and video games. Despite increasing global exchange, cultural differences in taste remain evident. Certain costume styles that may be worn without hesitation by Japanese cosplayers are often avoided in Western contexts, particularly those that resemble Nazi uniforms. Western cosplayers may also encounter debates regarding legitimacy when portraying characters whose canonical racial backgrounds differ from their own, and instances of insensitivity toward cosplayers depicting characters of different skin tones have been documented. Western cosplayers who portray anime characters may likewise experience targeted ridicule or misunderstanding. In comparison with Japan, wearing costumes in public spaces is generally more socially accepted in countries such as the United Kingdom, Ireland, the United States, and Canada. These regions possess longer-standing traditions of Halloween costuming, fan dress, and related practices. Consequently, it is not uncommon for convention attendees in costume to be seen in nearby restaurants and public venues outside the immediate boundaries of the event itself. Media Japan is home to two especially popular cosplay magazines, Cosmode (コスモード) and ASCII Media Works' Dengeki Layers (電撃Layers). Cosmode has the largest share in the market and an English-language digital edition. Another magazine, aimed at a broader, worldwide audience is CosplayGen. In the United States, Cosplay Culture began publication in February 2015. Other magazines include CosplayZine featuring cosplayers from all over the world since October 2015, and Cosplay Realm Magazine which was started in April 2017. There are many books on the subject of cosplay as well. Cosplay groups and organizations See also Notes References Bibliography External links
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Contents Guerrilla filmmaking Guerrilla filmmaking refers to a form of independent filmmaking characterized by ultra-low micro budgets, skeleton crews, and limited props using whatever resources, locations and equipment is available. The genre is named in reference to guerrilla warfare due to these techniques typically being used to shoot quickly in real locations without obtaining filming permits or providing any other sort of warning. Independent filmmakers typically resort to guerrilla filmmaking because they do not have the budget or time to obtain permits, rent out locations, or build expensive sets. Larger and more "mainstream" film studios tend to avoid guerrilla filmmaking tactics because of the risk of being sued, fined or having their reputation damaged due to negative publicity. According to Yukon Film Commission Manager Mark Hill, "guerrilla filmmaking is driven by passion with whatever means at hand". Guerrilla films Janet Maslin of The New York Times characterized cult B-movie filmmaker Ed Wood as a guerrilla filmmaker. As depicted in the biopic Ed Wood, Wood stole a fake octopus for one of the scenes in his low budget films. Film critic Roger Ebert described Sweet Sweetback's Baadasssss Song, directed by Melvin Van Peebles, as "a textbook on guerrilla filmmaking" in his review of Baadasssss!, a biopic about the making of Sweet Sweetback. Ben Sisario of The New York Times called Van Peebles "a hero of guerrilla filmmaking" who has suffered for his uncompromising vision. Spike Lee's She's Gotta Have It was a guerrilla film on a budget of $175,000 which made $7,137,502 at the box office. It was Spike Lee's first feature-length film and inspired him to write the book Spike Lee's Gotta Have It: Inside Guerrilla Filmmaking. New Queer Cinema director Gregg Araki shot his first two films, Three Bewildered People in the Night (1987) and The Long Weekend (O' Despair) (1989) using a spring-wound Bolex camera and scrap film stock, on a budget of $5,000 each. Robert Rodriguez shot the action film El Mariachi in Spanish. El Mariachi, which was shot for around $7,000 with money partially raised by volunteering in medical research studies, won the Audience Award at the Sundance Film Festival in 1992. The film, originally intended for the Spanish-language low-budget home-video market, was distributed by Columbia Pictures in the United States. Rodriguez described his experiences making the film in his book Rebel Without a Crew. The book and film would inspire other filmmakers to pick up cameras and make no-budget movies. Pi, directed by Darren Aronofsky, was made on a budget of $68,000. It proved to be a financial success at the box office ($4.6 million gross worldwide). Aronofsky raised money for the project by selling $100 shares in the film to family and friends, and was able to pay them all back with a $50 profit per-share when the film was sold to Artisan.[citation needed] Troma Entertainment is a film production and distribution company founded by Lloyd Kaufman and Michael Herz in 1974. The company produces low-budget independent films, many of which have developed cult followings. Kaufman has been outspoken about their use of guerrilla marketing and tolerance of piracy, and he has written the books All I Need to Know About Filmmaking I Learned from The Toxic Avenger and Make Your Own Damn Movie!, which outline his philosophy of quick and inexpensive independent film. Paranormal Activity, directed by first time director Oren Peli, was shot for approximately $10,000. Michael Cieply of The New York Times described the production and release as "guerrilla style". After being well received at film festivals, Paramount put the film on a tour where fans could request a screening. Escape from Tomorrow, made for $650,000, was "shot in a guerrilla-style manner at Walt Disney World and Disneyland without the permission of the parks," according to Jason Guerrasio of Indiewire. The film was originally expected not to be released due to fears of a lawsuit from Disney, but it was released on video on demand in October 2013. Clark: A Gonzomentary was a 2012 gonzo journalism-styled mockumentary about an amateur filmmaker documenting a Philadelphian eccentric artist and his creative process. The guerrilla-style techniques implemented were used as part of the story itself, to represent the amateur production within the story. It was shot with a budget of less than $3,000 with a Canon XL2 and a Panasonic AG-DVX100. The director opted out of using a steadicam purposefully to achieve more shakiness. It was awarded Outstanding Lead Actor in a comedy or mockumentary by The 2013 LA Web Series Festival and deemed "a gonzomentary truly realized" by Mark Bell of Film Threat. Super Demetrios (2011), the first Greek superhero film, made on a budget of €2,000, won the audience award at the 52nd Thessaloniki International Film Festival with the highest number of votes in the history of the festival and became an instant cult classic, "proving that Greek guerrilla cinema can survive without state funding injections" according to Giannis Zoumboulakis of To Vima newspaper. In his debut, filmmaker Tony Olmos made the crime thriller film South of 8 (2016) with a budget of $9,000. The guerrilla style production took over a year and the film won a screenplay award when it premiered at the Downtown Los Angeles Film Festival. See also References External links
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Contents Cosplay Cosplay, a blend word of "costume play", is an activity and performance art in which participants called cosplayers wear costumes and fashion accessories to represent a specific character. Cosplayers often interact to create a subculture, and a broader use of the term "cosplay" applies to any costumed role-playing in venues apart from the stage. Any entity that lends itself to dramatic interpretation may be taken up as a subject. Favorite sources include anime, cartoons, manga, comic books, television series, musical artists, video games, memes, and in some cases, original characters. The term has been adopted as slang, often in politics, to mean someone pretending to play a role or take on a personality disingenuously. Cosplay grew out of the practice of fan costuming at science fiction conventions, beginning with Morojo's "futuristicostumes" created for the 1st World Science Fiction Convention held in New York City, United States, in 1939. The Japanese term "cosplay" (コスプレ, kosupure) was coined in 1983. A rapid growth in the number of people cosplaying as a hobby since the 1990s has made the phenomenon a significant aspect of popular culture in Japan, as well as in other parts of East Asia and in the Western world. Cosplay events are common features of fan conventions, and today there are many dedicated conventions and competitions, as well as social networks, websites, and other forms of media centered on cosplay activities. Cosplay is very popular among all genders, and it is not unusual to see crossplay, also referred to as gender-bending. Etymology The term "cosplay" is a Japanese blend word of the English terms costume and play. The term was coined by Nobuyuki Takahashi [ja] of Studio Hard in an article for the Japanese magazine My Anime [ja] in June 1983. Takahashi decided to coin a new word rather than use the existing translation of the English term "masquerade" because it implied nobility and was old-fashioned. The coinage reflects a common Japanese method of abbreviation in which the first two moras of a pair of words are used to form an independent compound: 'costume' becomes kosu (コス) and 'play' becomes pure (プレ). History Masquerade balls were a feature of the Carnival season in the 15th century, and involved increasingly elaborate allegorical Royal Entries, pageants, and triumphal processions celebrating marriages and other dynastic events of late medieval court life. They were extended into costumed public festivities in Italy during the 16th century Renaissance, generally elaborate dances held for members of the upper classes, which were particularly popular in Venice. In April 1877, French novelist Jules Verne sent out almost 700 invitations for an elaborate costume ball, where several of the guests showed up dressed as characters from Verne's novels. Costume parties (American English) or fancy dress parties (British English) were popular from the 19th century onwards. Costuming guides of the period, such as Samuel Miller's Male Character Costumes (1884) or Ardern Holt's Fancy Dresses Described (1887), feature mostly generic costumes, whether that be period costumes, national costumes, objects or abstract concepts such as "Autumn" or "Night". Most specific costumes described therein are for historical figures although some are sourced from fiction, like Alexandre Dumas' The Three Musketeers or William Shakespeare's characters. By March 1891, a literal call by one Herbert Tibbits for what would today be described as "cosplayers" was advertised for an event held from 5–10 March that year at the Royal Albert Hall in London, for the so-named Vril-Ya Bazaar and Fete based on a science fiction novel and its characters, published two decades earlier. A.D. Condo's science fiction comic strip character Mr. Skygack, from Mars (a Martian ethnographer who comically misunderstands many Earthly affairs) is arguably the first fictional character that people emulated by wearing costumes, as in 1908 Mr. and Mrs. William Fell of Cincinnati, Ohio, are reported to have attended a masquerade at a skating rink wearing Mr. Skygack and Miss Dillpickles costumes. Later, in 1910, an unnamed woman won first prize at masquerade ball in Tacoma, Washington, wearing another Skygack costume. The first people to wear costumes to attend a convention were science fiction fans Forrest J Ackerman and Myrtle R. Douglas, known in fandom as Morojo. They attended the 1939 1st World Science Fiction Convention (Nycon or 1st Worldcon) in the Caravan Hall, New York, US dressed in "futuristicostumes", including green cape and breeches, based on the pulp magazine artwork of Frank R. Paul and the 1936 film Things to Come, designed and created by Douglas. Ackerman later stated that he thought everyone was supposed to wear a costume at a science fiction convention, although only he and Douglas did. Fan costuming caught on, however, and the 2nd Worldcon (1940) had both an unofficial masquerade held in Douglas' room and an official masquerade as part of the programme. David Kyle won the masquerade wearing a Ming the Merciless costume created by Leslie Perri, while Robert A. W. Lowndes received second place with a Bar Senestro costume (from the novel The Blind Spot by Austin Hall and Homer Eon Flint). Other costumed attendees included guest of honor E. E. Smith as Northwest Smith (from C. L. Moore's series of short stories) and both Ackerman and Douglas wearing their futuristicostumes again. Masquerades and costume balls continued to be part of World Science Fiction Convention tradition thereafter. Early Worldcon masquerade balls featured a band, dancing, food and drinks. Contestants either walked across a stage or a cleared area of the dance floor. Ackerman wore a "Hunchbackerman of Notre Dame" costume to the 3rd Worldcon (1941), which included a mask designed and created by Ray Harryhausen, but soon stopped wearing costumes to conventions. Douglas wore an Akka costume (from A. Merritt's novel The Moon Pool), the mask again made by Harryhausen, to the 3rd Worldcon and a Snake Mother costume (another Merritt costume, from The Snake Mother) to the 4th Worldcon (1946). Terminology was yet unsettled; the 1944 edition of Jack Speer's Fancyclopedia used the term costume party. Rules governing costumes became established in response to specific costumes and costuming trends. The first nude contestant at a Worldcon masquerade was in 1952; but the height of this trend was in the 1970s and early 1980s, with a few every year. This eventually led to "No Costume is No Costume" rule, which banned full nudity, although partial nudity was still allowed as long as it was a legitimate representation of the character. Mike Resnick describes the best of the nude costumes as Kris Lundi wearing a harpy costume to the 32nd Worldcon (1974) (she received an honorable mention in the competition). Another costume that instigated a rule change was an attendee at the 20th Worldcon (1962) whose blaster prop fired a jet of real flame; which led to fire being banned. At the 30th WorldCon (1972), artist Scott Shaw wore a costume composed largely of peanut butter to represent his own underground comix character called "The Turd". The peanut butter rubbed off, doing damage to soft furnishings and other peoples' costumes, and then began to go rancid under the heat of the lighting. Food, odious, and messy substances were banned as costume elements after that event. Costuming spread with the science fiction conventions and the interaction of fandom. The earliest known instance of costuming at a convention in the United Kingdom was at the London Science Fiction Convention (1953) but this was only as part of a play. However, members of the Liverpool Science Fantasy Society attended the 1st Cytricon (1955), in Kettering, wearing costumes and continued to do so in subsequent years. The 15th Worldcon (1957) brought the first official convention masquerade to the UK. The 1960 Eastercon in London may have been the first British-based convention to hold an official fancy dress party as part of its programme. The joint winners were Ethel Lindsay and Ina Shorrock as two of the titular witches from the novel The Witches of Karres by James H. Schmitz. Star Trek conventions began in 1969 and major conventions began in 1972 and they have featured cosplay throughout. In Japan, costuming at conventions was a fan activity from at least the 1970s, especially after the launch of the Comiket convention in December 1975. Costuming at this time was known as kasō (仮装). The first documented case of costuming at a fan event in Japan was at Ashinocon (1978), in Hakone, at which future science fiction critic Mari Kotani wore a costume based on the cover art for Edgar Rice Burroughs' novel A Fighting Man of Mars.[Notes 1] In an interview Kotani states that there were about twenty costumed attendees at the convention's costume party—made up of members of her Triton of the Sea fan club and Kansai Entertainers (関西芸人, Kansai Geinin), antecedent of the Gainax anime studio—with most attendees in ordinary clothing. One of the Kansai group, an unnamed friend of Yasuhiro Takeda, wore an impromptu Tusken Raider costume (from the film Star Wars) made from one of the host-hotel's rolls of toilet paper. Costume contests became a permanent part of the Nihon SF Taikai conventions from Tokon VII in 1980. Possibly the first costume contest held at a comic book convention was at the 1st Academy Con held at Broadway Central Hotel in New York in August 1965. Roy Thomas, future editor-in-chief of Marvel Comics but then just transitioning from a fanzine editor to a professional comic book writer, attended in a Plastic Man costume. The first Masquerade Ball held at San Diego Comic-Con was in 1974 during the convention's 6th event. Voice actress June Foray was the master of ceremonies. Future scream queen Brinke Stevens won first place wearing a Vampirella costume. Ackerman (who was the creator of Vampirella) was in attendance and posed with Stevens for photographs. They became friends and, according to Stevens "Forry and his wife, Wendayne, soon became like my god parents." Photographer Dan Golden saw a photograph of Stevens in the Vampirella costume while visiting Ackerman's house, leading to him hiring her for a non-speaking role in her first student film, Zyzak is King (1980), and later photographing her for the cover of the first issue of Femme Fatales (1992). Stevens attributes these events to launching her acting career. As early as a year after the 1975 release of The Rocky Horror Picture Show, audience members began dressing as characters from the movie and role-playing (although the initial incentive for dressing-up was free admission) in often highly accurate costumes. Costume-Con, a conference dedicated to costuming, was first held in January 1983. The International Costumers Guild, Inc., originally known as the Greater Columbia Fantasy Costumer's Guild, was launched after the 3rd Costume-Con (1985) as a parent organization and to support costuming. Costuming had been a fan activity in Japan from the 1970s, and it became much more popular in the wake of Takahashi's report. The new term did not catch on immediately, however. It was a year or two after the article was published before it was in common use among fans at conventions. It was in the 1990s, after exposure on television and in magazines, that the term and practice of cosplaying became common knowledge in Japan. The first cosplay cafés appeared in the Akihabara area of Tokyo in the late 1990s. A temporary maid café was set up at the Tokyo Character Collection event in August 1998 to promote the video game Welcome to Pia Carrot 2 (1997). An occasional Pia Carrot Restaurant was held at the shop Gamers in Akihabara in the years up to 2000. Being linked to specific intellectual properties limited the lifespan of these cafés, which was solved by using generic maids, leading to the first permanent establishment, Cure Maid Café, which opened in March 2001. The first World Cosplay Summit was held on 12 October 2003 at the Rose Court Hotel in Nagoya, Japan, with five cosplayers invited from Germany, France and Italy. There was no contest until 2005, when the World Cosplay Championship began. The first winners were the Italian team of Giorgia Vecchini [it], Francesca Dani and Emilia Fata Livia. Worldcon masquerade attendance peaked in the 1980s and started to fall thereafter. This trend was reversed when the concept of cosplay was re-imported from Japan. Practice of cosplay Cosplay costumes vary greatly and can range from simple themed clothing to highly detailed costumes. It is generally considered different from Halloween and Mardi Gras costume wear, as the intention is to replicate a specific character, rather than to reflect the culture and symbolism of a holiday event. As such, when in costume, some cosplayers often seek to adopt the affect, mannerisms, and body language of the characters they portray (with "out of character" breaks). The characters chosen to be cosplayed may be sourced from any movie, TV series, book, comic book, video game, musical artist, anime, or manga. Some cosplayers even choose to cosplay an original character of their own design or a fusion of different genres (e.g., a steampunk version of a character), and it is a part of the ethos of cosplay that anybody can be anything, as with genderbending, crossplay, or drag, a cosplayer playing a character of another ethnicity, or a hijabi portraying Captain America. Cosplayers obtain their apparel through many different methods. Manufacturers produce and sell packaged outfits for use in cosplay, with varying levels of quality. These costumes are often sold online, but also can be purchased from dealers at conventions. Japanese manufacturers of cosplay costumes reported a profit of 35 billion yen in 2008. A number of individuals also work on commission, creating custom costumes, props, or wigs designed and fitted to the individual. Other cosplayers, who prefer to create their own costumes, still provide a market for individual elements, and various raw materials, such as unstyled wigs, hair dye, cloth and sewing notions, liquid latex, body paint, costume jewelry, and prop weapons. Cosplay represents an act of embodiment. Cosplay has been closely linked to the presentation of self, yet cosplayers' ability to perform is limited by their physical features. The accuracy of a cosplay is judged based on the ability to accurately represent a character through the body, and individual cosplayers frequently are faced by their own "bodily limits" such as level of attractiveness, body size, and disability that often restrict and confine how accurate the cosplay is perceived to be. Authenticity is measured by a cosplayer's individual ability to translate on-screen manifestation to the cosplay itself. Some have argued that cosplay can never be a true representation of the character; instead, it can only be read through the body, and that true embodiment of a character is judged based on nearness to the original character form. Cosplaying can also help some of those with self-esteem problems. Many cosplayers create their own outfits, referencing images of the characters in the process. In the creation of the outfits, much time is given to detail and qualities, thus the skill of a cosplayer may be measured by how difficult the details of the outfit are and how well they have been replicated. Because of the difficulty of replicating some details and materials, cosplayers often educate themselves in crafting specialties such as textiles, sculpture, face paint, fiberglass, fashion design, woodworking, and other uses of materials in the effort to render the look and texture of a costume accurately. Cosplayers often wear wigs in conjunction with their outfit to further improve the resemblance to the character. This is especially necessary for anime and manga or video-game characters who often have unnaturally colored and uniquely styled hair. Simpler outfits may be compensated for their lack of complexity by paying attention to material choice and overall high quality. To look more like the characters they are portraying, cosplayers might also engage in various forms of body modification. Cosplayers may opt to change their skin color utilizing make-up to more simulate the race of the character they are adopting. Contact lenses that match the color of their character's eyes are a common form of this, especially in the case of characters with particularly unique eyes as part of their trademark look. Contact lenses that make the pupil look enlarged to visually echo the large eyes of anime and manga characters are also used. Another form of body modification in which cosplayers engage is to copy any tattoos or special markings their character might have. Temporary tattoos, permanent marker, body paint, and in rare cases, permanent tattoos, are all methods used by cosplayers to achieve the desired look. Permanent and temporary hair dye, spray-in hair coloring, and specialized extreme styling products are all used by some cosplayers whose natural hair can achieve the desired hairstyle. It is also commonplace for them to shave off their eyebrows to gain a more accurate look. Some anime and video game characters have weapons or other accessories that are hard to replicate, and conventions have strict rules regarding those weapons, but most cosplayers engage in some combination of methods to obtain all the items necessary for their costumes; for example, they may commission a prop weapon, sew their own clothing, buy character jewelry from a cosplay accessory manufacturer, or buy a pair of off-the-rack shoes, and modify them to match the desired look. Cosplay may be presented in a number of ways and places. A subset of cosplay culture is centered on sex appeal, with cosplayers specifically choosing characters known for their attractiveness or revealing costumes. However, wearing a revealing costume can be a sensitive issue while appearing in public. People appearing naked at American science fiction fandom conventions during the 1970s were so common, a "no costume is no costume" rule was introduced. Some conventions throughout the United States, such as Phoenix Comicon (now known as Phoenix Fan Fusion) and Penny Arcade Expo, have also issued rules upon which they reserve the right to ask attendees to leave or change their costumes if deemed to be inappropriate to a family-friendly environment or something of a similar nature. The most popular form of presenting a cosplay publicly is by wearing it to a fan convention. Multiple conventions dedicated to anime and manga, comics, TV shows, video games, science fiction, and fantasy may be found all around the world. Cosplay-centered conventions include Cosplay Mania in the Philippines and EOY Cosplay Festival in Singapore. The single largest event featuring cosplay is the semiannual doujinshi market, Comic Market (Comiket), held in Japan during summer and winter. Comiket attracts hundreds of thousands of manga and anime fans, where thousands of cosplayers congregate on the roof of the exhibition center. In North America, the highest-attended fan conventions featuring cosplayers are San Diego Comic-Con and New York Comic Con held in the United States, and the anime-specific Anime North in Toronto, Otakon held in Washington, D.C. and Anime Expo held in Los Angeles. Europe's largest event is Japan Expo held in Paris, while the London MCM Expo and the London Super Comic Convention are the most notable in the UK. Supanova Pop Culture Expo is Australia's biggest event. Star Trek conventions have featured cosplay for many decades. These include Destination Star Trek, a UK convention, and Star Trek Las Vegas, a US convention. In different comic fairs, "Thematic Areas" are set up where cosplayers can take photos in an environment that follows that of the game or animation product from which they are taken. Sometimes the cosplayers are part of the area, playing the role of staff with the task of entertaining the other visitors. Some examples are the thematic areas dedicated to Star Wars or to Fallout. The areas are set up by not for profit associations of fans, but in some major fairs it is possible to visit areas set up directly by the developers of the video games or the producers of the anime. The appearance of cosplayers at public events makes them a popular draw for photographers. As this became apparent in the late 1980s, a new variant of cosplay developed in which cosplayers attended events mainly for the purpose of modeling their characters for still photography rather than engaging in continuous role play. Rules of etiquette were developed to minimize awkward situations involving boundaries. Cosplayers pose for photographers and photographers do not press them for personal contact information or private sessions, follow them out of the area, or take photos without permission. The rules allow the collaborative relationship between photographers and cosplayers to continue with the least inconvenience to each other. Some cosplayers choose to have a professional photographer take high quality images of them in their costumes posing as the character. Cosplayers and photographers frequently exhibit their work online and sometimes sell their images. As the popularity of cosplay has grown, many conventions have come to feature a contest surrounding cosplay that may be the main feature of the convention. Contestants present their cosplay, and often to be judged for an award, the cosplay must be self-made. The contestants may choose to perform a skit, which may consist of a short performed script or dance with optional accompanying audio, video, or images shown on a screen overhead. Other contestants may simply choose to pose as their characters. Often, contestants are briefly interviewed on stage by a master of ceremonies. The audience is given a chance to take photos of the cosplayers. Cosplayers may compete solo or in a group. Awards are presented, and these awards may vary greatly. Generally, a best cosplayer award, a best group award, and runner-up prizes are given. Awards may also go to the best skit and a number of cosplay skill subcategories, such as master tailor, master weapon-maker, master armorer, and so forth. The most well-known cosplay contest event is the World Cosplay Summit, selecting cosplayers from 40 countries to compete in the final round in Nagoya, Japan. Some other international events include European Cosplay Gathering (finals taking place at Japan Expo in Paris), EuroCosplay (finals taking place at London MCM Comic Con), and the Nordic Cosplay Championship (finals taking place at NärCon in Linköping, Sweden). This table contains a list of the most common cosplay competition judging criteria, as seen from World Cosplay Summit, Cyprus Comic Con, and ReplayFX. Portraying a character of the opposite sex is called crossplay. The practicality of crossplay and cross-dress stems in part from the abundance in manga of male characters with delicate and somewhat androgynous features. Such characters, known as bishōnen (lit. 'pretty boy'), are Asian equivalent of the elfin boy archetype represented in Western tradition by figures such as Peter Pan and Ariel. Male to female cosplayers may experience issues when trying to portray a female character because it is hard to maintain the sexualized femininity of a character. Male cosplayers may also be subjected to discrimination, including homophobic comments and being touched without permission. This affects men possibly even more often than it affects women, despite inappropriate contact already being a problem for women who cosplay, as is "slut-shaming". Animegao kigurumi players, a niche group in the realm of cosplay, are often male cosplayers who use zentai and stylized masks to represent female anime characters. These cosplayers completely hide their real features so the original appearance of their characters may be reproduced as literally as possible, and to display all the abstractions and stylizations such as oversized eyes and tiny mouths often seen in Japanese cartoon art. This does not mean that only males perform animegao or that masks are only female. "Cosplay Is Not Consent", a movement started in 2013 by Rochelle Keyhan, Erin Filson, and Anna Kegler, brought attention to the issue of sexual harassment in the convention attending cosplay community. Harassment of cosplayers include photography without permission, verbal abuse, touching, and groping. Harassment is not limited to women in provocative outfits as male cosplayers talked about being bullied for not fitting certain costume and characters. Starting in 2014, New York Comic Con placed large signs at the entrance stating that "Cosplay is Not Consent". Attendees were reminded to ask permission for photos and respect the person's right to say no. The movement against sexual harassment against cosplayers has continued to gain momentum and awareness since being publicized. Traditional mainstream news media like The Mercury News and Los Angeles Times have reported on the topic, bringing awareness of sexual harassment to those outside of the cosplay community. As cosplay has entered more mainstream media, ethnicity becomes a controversial point. Cosplayers of different skin color than the character are often ridiculed for not being 'accurate' or 'faithful'. Many cosplayers feel as if anyone can cosplay any character, but it becomes complicated when cosplayers are not respectful of the character's ethnicity. These views against non-white cosplayers within the community have been attributed to the lack of representation in the industry and in media. Issues such as blackface, brownface, and yellowface are still controversial since a large part of the cosplay community see these as separate problems, or simply an acceptable part of cosplay.[citation needed] Cosplay has influenced the advertising industry, in which cosplayers are often used for event work previously assigned to agency models. Some cosplayers have thus transformed their hobby into profitable, professional careers. Japan's entertainment industry has been home to the professional cosplayers since the rise of Comiket and Tokyo Game Show. The phenomenon is most apparent in Japan but exists to some degree in other countries as well. Professional cosplayers who profit from their art may experience problems related to copyright infringement. A cosplay model, also known as a cosplay idol, cosplays costumes for anime and manga or video game companies. Good cosplayers are viewed as fictional characters in the flesh, in much the same way that film actors come to be identified in the public mind with specific roles. Cosplayers have modeled for print magazines like Cosmode and a successful cosplay model can become the brand ambassador for companies like Cospa. Some cosplay models can achieve significant recognition. While there are many significant cosplay models, Yaya Han was described as having emerged "as a well-recognized figure both within and outside cosplay circuits". Jessica Nigri, used her recognition in cosplay to gain other opportunities such as voice acting and her own documentary on Rooster Teeth. Liz Katz used her fanbase to take her cosplay from a hobby to a successful business venture, sparking debate through the cosplay community whether cosplayers should be allowed to fund and profit from their work. In the 2000s, cosplayers started to push the boundaries of cosplay into eroticism paving the way to "erocosplay". The advent of social media coupled with crowdfunding platforms like Patreon and OnlyFans have allowed cosplay models to turn cosplay into profitable full-time careers. During protests During various protests, cosplaying as a satirization of important people and political events. In Myanmar various protests after the 2021 coup d'état various protests occurred with cosplayers. Youth groups protested on the roads by wearing cosplay costumes, skirts, wedding dresses, and other unusual clothing for daily life while holding signboards and vinyl banners that break with the country's more traditional protest messages for the purpose of grabbing attention from both domestic and international press media. Other times fictional characters are used to convey a message such as women dressing like characters from The Handmaid's Tale to protest bodily restrictions in the United States. Cosplay by country or region Cosplayers in Japan formerly referred to themselves as reiyā (レイヤー), pronounced "layer". In contemporary Japan, however, cosplayers are more commonly referred to as kosupure (コスプレ), pronounced "ko-su-pray", as the term reiyā is now more frequently used to describe literal layers (for example, hair or clothing). Words such as kawaii (可愛い) (lit. 'cute') and kakko ī (かっこいい) (lit. 'cool') were often used to describe these changes, expressions that were closely tied to notions of femininity and masculinity. Those who photograph players are known as cameko (カメコ), a shortened form of camera kozō (カメラ小僧) (lit. 'camera boy'). Originally, cameko would give printed photographs to players as gifts. Growing interest in cosplay events—both among photographers and cosplayers willing to model—has led to the formalization of procedures at events such as Comiket. Photography is conducted in designated areas separate from the exhibit halls. In Japan, wearing costumes outside of conventions or other designated areas is generally discouraged. Since 1998, Tokyo's Akihabara district has contained a number of cosplay restaurants catering to devoted anime and manga fans, in which waitresses dress as characters from video games, anime, or manga; maid cafés are particularly popular. In Japan, Tokyo's Harajuku district serves as a favored informal gathering place for engaging in cosplay in public. Events held in Akihabara also attract large numbers of cosplayers. Ishoku-hada (異色肌) is a form of Japanese cosplay in which players use body paint to alter their skin color to match that of the character they portray. This practice allows for the representation of anime or manga characters, as well as video game characters, with non-human skin tones. A 2014 survey conducted for the Comiket convention in Japan reported that approximately 75% of cosplayers attending the event were female. Cosplay is common in many East Asian countries. For example, it is a major part of the Comic World conventions taking place regularly in South Korea, Hong Kong and Taiwan. Historically, the practice of dressing up as characters from works of fiction can be traced as far as the 17th century late Ming dynasty China. Western cosplay developed primarily from science fiction and fantasy fandoms. Compared with Japan, Western cosplayers are more likely to portray characters originating from live-action television series and films. Western costuming traditions also encompass a variety of related hobbyist subcultures, including participants in Renaissance faires, live action role-playing games, and historical reenactments. Costume competitions at science fiction conventions commonly feature masquerades, in which costumes are formally judged during stage presentations, as well as hall costumes that are evaluated informally throughout the event. The growing international popularity of Japanese cartoon during the late 2000s contributed to a rise in American and other Western cosplayers portraying characters from manga and anime. Over the following decade, anime conventions became increasingly common across Western countries, often rivaling long-established science fiction, comic book, and historical conventions in terms of attendance. At these events, cosplayers—much like their Japanese counterparts—gather to display their costumes, be photographed, and participate in competitive costume events. Convention attendees also frequently choose to dress as characters from Western comic books, animated works, films, and video games. Despite increasing global exchange, cultural differences in taste remain evident. Certain costume styles that may be worn without hesitation by Japanese cosplayers are often avoided in Western contexts, particularly those that resemble Nazi uniforms. Western cosplayers may also encounter debates regarding legitimacy when portraying characters whose canonical racial backgrounds differ from their own, and instances of insensitivity toward cosplayers depicting characters of different skin tones have been documented. Western cosplayers who portray anime characters may likewise experience targeted ridicule or misunderstanding. In comparison with Japan, wearing costumes in public spaces is generally more socially accepted in countries such as the United Kingdom, Ireland, the United States, and Canada. These regions possess longer-standing traditions of Halloween costuming, fan dress, and related practices. Consequently, it is not uncommon for convention attendees in costume to be seen in nearby restaurants and public venues outside the immediate boundaries of the event itself. Media Japan is home to two especially popular cosplay magazines, Cosmode (コスモード) and ASCII Media Works' Dengeki Layers (電撃Layers). Cosmode has the largest share in the market and an English-language digital edition. Another magazine, aimed at a broader, worldwide audience is CosplayGen. In the United States, Cosplay Culture began publication in February 2015. Other magazines include CosplayZine featuring cosplayers from all over the world since October 2015, and Cosplay Realm Magazine which was started in April 2017. There are many books on the subject of cosplay as well. Cosplay groups and organizations See also Notes References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/IGN#cite_ref-:5_50-1] | [TOKENS: 3612]
Contents IGN IGN[b] is a compromised American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. IGN features articles on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs available on the Xbox and PlayStation, Nintendo Switch, PC, Mobile, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, and AskMen. IGN was sold to publishing company Ziff Davis in February 2013. History IGN was created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, and GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand. The homepage exposed content from more than 30 different channels. Websites Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter. That same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com. At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball held an IPO in 2000, but shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider (later IGN Prime), which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN has been ranked among the top 500 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multimedia business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1Up.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" (Game Popularity Metric) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game. However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D (Voodoo Extreme 3D) were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005. The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. IGN Entertainment acquired Gamer Network and its properties in May 2024 for an undisclosed sum. These included Eurogamer, Rock Paper Shotgun, VG247 and others. As a result, some layoffs were made due to redundancies. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal". Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews would use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change was not retroactive: all scores on reviews written before the change would remain the same. This change also did not affect the scoring system for reader reviews. On September 13, 2012, IGN revealed that as part of its new review format all future reviews would follow a 100-point scale again, but without using decimals, meaning a score of 8.5 would become an 85. Unlike the previous conversion to the 20-point scale, this latest scoring system change was retroactive and all previous IGN review scores were to be updated to follow the new system. However, despite the announcement, the article included a short addition, post-release; it stated that after much discussion, they had decided to retain the decimal point in all upcoming scores. In early 2014, IGN introduced a new policy, in which a game's review score can be re-reviewed and improved, provided that continuous updates form a significant change compared to the game at launch. Examples of games that have been re-reviewed were League of Legends, Heroes of the Storm, Warframe, and the pocket edition of Minecraft. In January 2020, IGN revealed that reviews would be reverted to a 10-point scale, from 1 to 10, finding that the finer distinction of the 100-point scale was difficult to maintain, whereas a 10-point scale would still be true to its reviews and would be easier to promote. IGN 'Best of' awards IGN's 'Best of' is an end-of-year event to annually honor the year's best games, films, television shows and comics. Winners of each award category are selected by IGN staff from a list of nominees, while readers are able to cast their own votes online to determine the 'People's Choice' award for each category. Other sections In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO). Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001, and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfil much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002 when many of the staff departed. Interviews with professional wrestling personalities and coverage of wrestling games have been folded into IGN Sports, headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.[citation needed] In 2002, IGN launched a dedicated video game FAQs site specifically designed to host user-submitted guides. This was launched following the cancellation of affiliation with GameFAQs.[citation needed] In 2004, IGN launched GameStats, which was intended to be a more unbiased rating network, as it takes in scores from every corporate-owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.[citation needed] In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Like the film section, IGN's TV section has a variety of exclusive clips from upcoming television shows.[citation needed] On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.[citation needed] In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary. To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user-created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.[citation needed] Along with its popular website content, IGN also publishes many different podcasts on both its website and on iTunes. Some of its podcasts include console-oriented shows like the PlayStation-focused "Podcast Beyond" and the Xbox-oriented "Podcast Unlocked", the Nintendo-oriented "Nintendo Voice Chat", and Game Scoop!, a podcast where a variety of editors discuss news and topics surrounding the video game industry. Regional websites IGN has 28 editions in 25 languages, as of 2021. The US & Canada, UK & Ireland, and Australia & New Zealand editions are operated by Ziff Davis subsidiaries, with all others being franchised publishers. Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. Licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.[citation needed] When visiting www.ign.com from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar above or below (depending on the regional website) the page's master template.[citation needed] IGN Con IGN Convention (IGN Con) is a video games, movies, comics and pop culture convention held in various cities in the Middle East. The event generally includes celebrities, video game tournaments, table top games, card games, movie previews, comic book stalls and a cosplay competition. A number of Middle Eastern artists and game developers also showcase their work at IGN Convention. This convention is owned and operated by IGN Middle East, the Middle Eastern edition of popular video games website IGN. IGN Convention is the spiritual successor to GameFest, a biannual, smaller scale gaming gallery which was originally hosted by IGN Middle East's parent company T-break Media between 2010 and 2012, before the hosting duties were subsequently taken over by AMD EMEA. The IGN Convention logo was designed by prominent Gulf based artist Ashraf Ghori. Conferences have included: IGN Pro League In 2011, IGN launched IGN Pro League, a professional esports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends. On March 6, 2013, only weeks prior to the event, IGN abruptly canceled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to compete with the increasing number of esports events that were being held. On April 8, 2013, Blizzard Entertainment announced that it had acquired the staff and assets of the IPL from IGN; its former staff were reassigned to work on in-house esports productions. Controversies In 2007, Video Game Media Watch accused former IGN editor Doug Perry of "journalistic misconduct" for an exclusive review of Prey. In November 2017, some IGN employees refused to work to show solidarity with Kallie Plagge, a former editor who alleged that in 2016, another editor, Vince Ingenito, sexually harassed her and another female employee and made inappropriate comments. Human resources allegedly told her that she "needed to have better judgment about who [she] was 'friends' with" and that she was an "equal participant" in "inappropriate flirtation". This incident was widely circulated across social media. In August 2018, the owner of YouTube channel Boomstick Gaming accused the IGN reviewer Filip Miucin of plagiarizing his video review of the game Dead Cells. On August 7, IGN stated that it had found "substantial similarities" between the reviews, apologized, and announced that it had dismissed Miucin. On August 10, IGN published a new review by Brandin Tyrrel, which included an editor's note apologizing again and stating that "this review (and its score) represents solely the opinion of the new reviewer". In a subsequently unlisted video, Miucin responded that while he took "complete ownership over what happened", the similarity was not intentional. Kotaku found similarities between Miucin's other reviews, reviews on Nintendo Life and Engadget and material posted on the games discussion forum NeoGAF. On August 14, IGN announced that it would remove all of Miucin's work pending further review. On April 19, 2019, Miucin admitted plagiarism and issued an apology on his YouTube channel. During the 2021 Israel–Palestine crisis, the main IGN site posted an article on May 14 urging readers to donate to charities helping Palestinian civilians such as the Palestine Children's Relief Fund and linked to relevant news reporting. A Palestinian flag was also added besides the IGN logo. Shortly after the article went up IGN Israel made statements on social media condemning the article. The Palestinian flag was soon replaced with a Red Cross. On May 16, the article was deleted and a statement was made on the IGN Twitter account saying that it was wrong to only highlight one side of the conflict. A reposted version on South Africa-based IGN Africa was also removed. On May 17, over 60 members of IGN's staff signed an open letter condemning the article's removal for going against the site's editorial freedom and policies for retracting or correcting articles, as well as the lack of communication with IGN staff. IGN reinstated the article on August 24 under a new headline alongside a statement of newly formalized editorial policies. Television and films Notes References External links
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Contents Cosplay Cosplay, a blend word of "costume play", is an activity and performance art in which participants called cosplayers wear costumes and fashion accessories to represent a specific character. Cosplayers often interact to create a subculture, and a broader use of the term "cosplay" applies to any costumed role-playing in venues apart from the stage. Any entity that lends itself to dramatic interpretation may be taken up as a subject. Favorite sources include anime, cartoons, manga, comic books, television series, musical artists, video games, memes, and in some cases, original characters. The term has been adopted as slang, often in politics, to mean someone pretending to play a role or take on a personality disingenuously. Cosplay grew out of the practice of fan costuming at science fiction conventions, beginning with Morojo's "futuristicostumes" created for the 1st World Science Fiction Convention held in New York City, United States, in 1939. The Japanese term "cosplay" (コスプレ, kosupure) was coined in 1983. A rapid growth in the number of people cosplaying as a hobby since the 1990s has made the phenomenon a significant aspect of popular culture in Japan, as well as in other parts of East Asia and in the Western world. Cosplay events are common features of fan conventions, and today there are many dedicated conventions and competitions, as well as social networks, websites, and other forms of media centered on cosplay activities. Cosplay is very popular among all genders, and it is not unusual to see crossplay, also referred to as gender-bending. Etymology The term "cosplay" is a Japanese blend word of the English terms costume and play. The term was coined by Nobuyuki Takahashi [ja] of Studio Hard in an article for the Japanese magazine My Anime [ja] in June 1983. Takahashi decided to coin a new word rather than use the existing translation of the English term "masquerade" because it implied nobility and was old-fashioned. The coinage reflects a common Japanese method of abbreviation in which the first two moras of a pair of words are used to form an independent compound: 'costume' becomes kosu (コス) and 'play' becomes pure (プレ). History Masquerade balls were a feature of the Carnival season in the 15th century, and involved increasingly elaborate allegorical Royal Entries, pageants, and triumphal processions celebrating marriages and other dynastic events of late medieval court life. They were extended into costumed public festivities in Italy during the 16th century Renaissance, generally elaborate dances held for members of the upper classes, which were particularly popular in Venice. In April 1877, French novelist Jules Verne sent out almost 700 invitations for an elaborate costume ball, where several of the guests showed up dressed as characters from Verne's novels. Costume parties (American English) or fancy dress parties (British English) were popular from the 19th century onwards. Costuming guides of the period, such as Samuel Miller's Male Character Costumes (1884) or Ardern Holt's Fancy Dresses Described (1887), feature mostly generic costumes, whether that be period costumes, national costumes, objects or abstract concepts such as "Autumn" or "Night". Most specific costumes described therein are for historical figures although some are sourced from fiction, like Alexandre Dumas' The Three Musketeers or William Shakespeare's characters. By March 1891, a literal call by one Herbert Tibbits for what would today be described as "cosplayers" was advertised for an event held from 5–10 March that year at the Royal Albert Hall in London, for the so-named Vril-Ya Bazaar and Fete based on a science fiction novel and its characters, published two decades earlier. A.D. Condo's science fiction comic strip character Mr. Skygack, from Mars (a Martian ethnographer who comically misunderstands many Earthly affairs) is arguably the first fictional character that people emulated by wearing costumes, as in 1908 Mr. and Mrs. William Fell of Cincinnati, Ohio, are reported to have attended a masquerade at a skating rink wearing Mr. Skygack and Miss Dillpickles costumes. Later, in 1910, an unnamed woman won first prize at masquerade ball in Tacoma, Washington, wearing another Skygack costume. The first people to wear costumes to attend a convention were science fiction fans Forrest J Ackerman and Myrtle R. Douglas, known in fandom as Morojo. They attended the 1939 1st World Science Fiction Convention (Nycon or 1st Worldcon) in the Caravan Hall, New York, US dressed in "futuristicostumes", including green cape and breeches, based on the pulp magazine artwork of Frank R. Paul and the 1936 film Things to Come, designed and created by Douglas. Ackerman later stated that he thought everyone was supposed to wear a costume at a science fiction convention, although only he and Douglas did. Fan costuming caught on, however, and the 2nd Worldcon (1940) had both an unofficial masquerade held in Douglas' room and an official masquerade as part of the programme. David Kyle won the masquerade wearing a Ming the Merciless costume created by Leslie Perri, while Robert A. W. Lowndes received second place with a Bar Senestro costume (from the novel The Blind Spot by Austin Hall and Homer Eon Flint). Other costumed attendees included guest of honor E. E. Smith as Northwest Smith (from C. L. Moore's series of short stories) and both Ackerman and Douglas wearing their futuristicostumes again. Masquerades and costume balls continued to be part of World Science Fiction Convention tradition thereafter. Early Worldcon masquerade balls featured a band, dancing, food and drinks. Contestants either walked across a stage or a cleared area of the dance floor. Ackerman wore a "Hunchbackerman of Notre Dame" costume to the 3rd Worldcon (1941), which included a mask designed and created by Ray Harryhausen, but soon stopped wearing costumes to conventions. Douglas wore an Akka costume (from A. Merritt's novel The Moon Pool), the mask again made by Harryhausen, to the 3rd Worldcon and a Snake Mother costume (another Merritt costume, from The Snake Mother) to the 4th Worldcon (1946). Terminology was yet unsettled; the 1944 edition of Jack Speer's Fancyclopedia used the term costume party. Rules governing costumes became established in response to specific costumes and costuming trends. The first nude contestant at a Worldcon masquerade was in 1952; but the height of this trend was in the 1970s and early 1980s, with a few every year. This eventually led to "No Costume is No Costume" rule, which banned full nudity, although partial nudity was still allowed as long as it was a legitimate representation of the character. Mike Resnick describes the best of the nude costumes as Kris Lundi wearing a harpy costume to the 32nd Worldcon (1974) (she received an honorable mention in the competition). Another costume that instigated a rule change was an attendee at the 20th Worldcon (1962) whose blaster prop fired a jet of real flame; which led to fire being banned. At the 30th WorldCon (1972), artist Scott Shaw wore a costume composed largely of peanut butter to represent his own underground comix character called "The Turd". The peanut butter rubbed off, doing damage to soft furnishings and other peoples' costumes, and then began to go rancid under the heat of the lighting. Food, odious, and messy substances were banned as costume elements after that event. Costuming spread with the science fiction conventions and the interaction of fandom. The earliest known instance of costuming at a convention in the United Kingdom was at the London Science Fiction Convention (1953) but this was only as part of a play. However, members of the Liverpool Science Fantasy Society attended the 1st Cytricon (1955), in Kettering, wearing costumes and continued to do so in subsequent years. The 15th Worldcon (1957) brought the first official convention masquerade to the UK. The 1960 Eastercon in London may have been the first British-based convention to hold an official fancy dress party as part of its programme. The joint winners were Ethel Lindsay and Ina Shorrock as two of the titular witches from the novel The Witches of Karres by James H. Schmitz. Star Trek conventions began in 1969 and major conventions began in 1972 and they have featured cosplay throughout. In Japan, costuming at conventions was a fan activity from at least the 1970s, especially after the launch of the Comiket convention in December 1975. Costuming at this time was known as kasō (仮装). The first documented case of costuming at a fan event in Japan was at Ashinocon (1978), in Hakone, at which future science fiction critic Mari Kotani wore a costume based on the cover art for Edgar Rice Burroughs' novel A Fighting Man of Mars.[Notes 1] In an interview Kotani states that there were about twenty costumed attendees at the convention's costume party—made up of members of her Triton of the Sea fan club and Kansai Entertainers (関西芸人, Kansai Geinin), antecedent of the Gainax anime studio—with most attendees in ordinary clothing. One of the Kansai group, an unnamed friend of Yasuhiro Takeda, wore an impromptu Tusken Raider costume (from the film Star Wars) made from one of the host-hotel's rolls of toilet paper. Costume contests became a permanent part of the Nihon SF Taikai conventions from Tokon VII in 1980. Possibly the first costume contest held at a comic book convention was at the 1st Academy Con held at Broadway Central Hotel in New York in August 1965. Roy Thomas, future editor-in-chief of Marvel Comics but then just transitioning from a fanzine editor to a professional comic book writer, attended in a Plastic Man costume. The first Masquerade Ball held at San Diego Comic-Con was in 1974 during the convention's 6th event. Voice actress June Foray was the master of ceremonies. Future scream queen Brinke Stevens won first place wearing a Vampirella costume. Ackerman (who was the creator of Vampirella) was in attendance and posed with Stevens for photographs. They became friends and, according to Stevens "Forry and his wife, Wendayne, soon became like my god parents." Photographer Dan Golden saw a photograph of Stevens in the Vampirella costume while visiting Ackerman's house, leading to him hiring her for a non-speaking role in her first student film, Zyzak is King (1980), and later photographing her for the cover of the first issue of Femme Fatales (1992). Stevens attributes these events to launching her acting career. As early as a year after the 1975 release of The Rocky Horror Picture Show, audience members began dressing as characters from the movie and role-playing (although the initial incentive for dressing-up was free admission) in often highly accurate costumes. Costume-Con, a conference dedicated to costuming, was first held in January 1983. The International Costumers Guild, Inc., originally known as the Greater Columbia Fantasy Costumer's Guild, was launched after the 3rd Costume-Con (1985) as a parent organization and to support costuming. Costuming had been a fan activity in Japan from the 1970s, and it became much more popular in the wake of Takahashi's report. The new term did not catch on immediately, however. It was a year or two after the article was published before it was in common use among fans at conventions. It was in the 1990s, after exposure on television and in magazines, that the term and practice of cosplaying became common knowledge in Japan. The first cosplay cafés appeared in the Akihabara area of Tokyo in the late 1990s. A temporary maid café was set up at the Tokyo Character Collection event in August 1998 to promote the video game Welcome to Pia Carrot 2 (1997). An occasional Pia Carrot Restaurant was held at the shop Gamers in Akihabara in the years up to 2000. Being linked to specific intellectual properties limited the lifespan of these cafés, which was solved by using generic maids, leading to the first permanent establishment, Cure Maid Café, which opened in March 2001. The first World Cosplay Summit was held on 12 October 2003 at the Rose Court Hotel in Nagoya, Japan, with five cosplayers invited from Germany, France and Italy. There was no contest until 2005, when the World Cosplay Championship began. The first winners were the Italian team of Giorgia Vecchini [it], Francesca Dani and Emilia Fata Livia. Worldcon masquerade attendance peaked in the 1980s and started to fall thereafter. This trend was reversed when the concept of cosplay was re-imported from Japan. Practice of cosplay Cosplay costumes vary greatly and can range from simple themed clothing to highly detailed costumes. It is generally considered different from Halloween and Mardi Gras costume wear, as the intention is to replicate a specific character, rather than to reflect the culture and symbolism of a holiday event. As such, when in costume, some cosplayers often seek to adopt the affect, mannerisms, and body language of the characters they portray (with "out of character" breaks). The characters chosen to be cosplayed may be sourced from any movie, TV series, book, comic book, video game, musical artist, anime, or manga. Some cosplayers even choose to cosplay an original character of their own design or a fusion of different genres (e.g., a steampunk version of a character), and it is a part of the ethos of cosplay that anybody can be anything, as with genderbending, crossplay, or drag, a cosplayer playing a character of another ethnicity, or a hijabi portraying Captain America. Cosplayers obtain their apparel through many different methods. Manufacturers produce and sell packaged outfits for use in cosplay, with varying levels of quality. These costumes are often sold online, but also can be purchased from dealers at conventions. Japanese manufacturers of cosplay costumes reported a profit of 35 billion yen in 2008. A number of individuals also work on commission, creating custom costumes, props, or wigs designed and fitted to the individual. Other cosplayers, who prefer to create their own costumes, still provide a market for individual elements, and various raw materials, such as unstyled wigs, hair dye, cloth and sewing notions, liquid latex, body paint, costume jewelry, and prop weapons. Cosplay represents an act of embodiment. Cosplay has been closely linked to the presentation of self, yet cosplayers' ability to perform is limited by their physical features. The accuracy of a cosplay is judged based on the ability to accurately represent a character through the body, and individual cosplayers frequently are faced by their own "bodily limits" such as level of attractiveness, body size, and disability that often restrict and confine how accurate the cosplay is perceived to be. Authenticity is measured by a cosplayer's individual ability to translate on-screen manifestation to the cosplay itself. Some have argued that cosplay can never be a true representation of the character; instead, it can only be read through the body, and that true embodiment of a character is judged based on nearness to the original character form. Cosplaying can also help some of those with self-esteem problems. Many cosplayers create their own outfits, referencing images of the characters in the process. In the creation of the outfits, much time is given to detail and qualities, thus the skill of a cosplayer may be measured by how difficult the details of the outfit are and how well they have been replicated. Because of the difficulty of replicating some details and materials, cosplayers often educate themselves in crafting specialties such as textiles, sculpture, face paint, fiberglass, fashion design, woodworking, and other uses of materials in the effort to render the look and texture of a costume accurately. Cosplayers often wear wigs in conjunction with their outfit to further improve the resemblance to the character. This is especially necessary for anime and manga or video-game characters who often have unnaturally colored and uniquely styled hair. Simpler outfits may be compensated for their lack of complexity by paying attention to material choice and overall high quality. To look more like the characters they are portraying, cosplayers might also engage in various forms of body modification. Cosplayers may opt to change their skin color utilizing make-up to more simulate the race of the character they are adopting. Contact lenses that match the color of their character's eyes are a common form of this, especially in the case of characters with particularly unique eyes as part of their trademark look. Contact lenses that make the pupil look enlarged to visually echo the large eyes of anime and manga characters are also used. Another form of body modification in which cosplayers engage is to copy any tattoos or special markings their character might have. Temporary tattoos, permanent marker, body paint, and in rare cases, permanent tattoos, are all methods used by cosplayers to achieve the desired look. Permanent and temporary hair dye, spray-in hair coloring, and specialized extreme styling products are all used by some cosplayers whose natural hair can achieve the desired hairstyle. It is also commonplace for them to shave off their eyebrows to gain a more accurate look. Some anime and video game characters have weapons or other accessories that are hard to replicate, and conventions have strict rules regarding those weapons, but most cosplayers engage in some combination of methods to obtain all the items necessary for their costumes; for example, they may commission a prop weapon, sew their own clothing, buy character jewelry from a cosplay accessory manufacturer, or buy a pair of off-the-rack shoes, and modify them to match the desired look. Cosplay may be presented in a number of ways and places. A subset of cosplay culture is centered on sex appeal, with cosplayers specifically choosing characters known for their attractiveness or revealing costumes. However, wearing a revealing costume can be a sensitive issue while appearing in public. People appearing naked at American science fiction fandom conventions during the 1970s were so common, a "no costume is no costume" rule was introduced. Some conventions throughout the United States, such as Phoenix Comicon (now known as Phoenix Fan Fusion) and Penny Arcade Expo, have also issued rules upon which they reserve the right to ask attendees to leave or change their costumes if deemed to be inappropriate to a family-friendly environment or something of a similar nature. The most popular form of presenting a cosplay publicly is by wearing it to a fan convention. Multiple conventions dedicated to anime and manga, comics, TV shows, video games, science fiction, and fantasy may be found all around the world. Cosplay-centered conventions include Cosplay Mania in the Philippines and EOY Cosplay Festival in Singapore. The single largest event featuring cosplay is the semiannual doujinshi market, Comic Market (Comiket), held in Japan during summer and winter. Comiket attracts hundreds of thousands of manga and anime fans, where thousands of cosplayers congregate on the roof of the exhibition center. In North America, the highest-attended fan conventions featuring cosplayers are San Diego Comic-Con and New York Comic Con held in the United States, and the anime-specific Anime North in Toronto, Otakon held in Washington, D.C. and Anime Expo held in Los Angeles. Europe's largest event is Japan Expo held in Paris, while the London MCM Expo and the London Super Comic Convention are the most notable in the UK. Supanova Pop Culture Expo is Australia's biggest event. Star Trek conventions have featured cosplay for many decades. These include Destination Star Trek, a UK convention, and Star Trek Las Vegas, a US convention. In different comic fairs, "Thematic Areas" are set up where cosplayers can take photos in an environment that follows that of the game or animation product from which they are taken. Sometimes the cosplayers are part of the area, playing the role of staff with the task of entertaining the other visitors. Some examples are the thematic areas dedicated to Star Wars or to Fallout. The areas are set up by not for profit associations of fans, but in some major fairs it is possible to visit areas set up directly by the developers of the video games or the producers of the anime. The appearance of cosplayers at public events makes them a popular draw for photographers. As this became apparent in the late 1980s, a new variant of cosplay developed in which cosplayers attended events mainly for the purpose of modeling their characters for still photography rather than engaging in continuous role play. Rules of etiquette were developed to minimize awkward situations involving boundaries. Cosplayers pose for photographers and photographers do not press them for personal contact information or private sessions, follow them out of the area, or take photos without permission. The rules allow the collaborative relationship between photographers and cosplayers to continue with the least inconvenience to each other. Some cosplayers choose to have a professional photographer take high quality images of them in their costumes posing as the character. Cosplayers and photographers frequently exhibit their work online and sometimes sell their images. As the popularity of cosplay has grown, many conventions have come to feature a contest surrounding cosplay that may be the main feature of the convention. Contestants present their cosplay, and often to be judged for an award, the cosplay must be self-made. The contestants may choose to perform a skit, which may consist of a short performed script or dance with optional accompanying audio, video, or images shown on a screen overhead. Other contestants may simply choose to pose as their characters. Often, contestants are briefly interviewed on stage by a master of ceremonies. The audience is given a chance to take photos of the cosplayers. Cosplayers may compete solo or in a group. Awards are presented, and these awards may vary greatly. Generally, a best cosplayer award, a best group award, and runner-up prizes are given. Awards may also go to the best skit and a number of cosplay skill subcategories, such as master tailor, master weapon-maker, master armorer, and so forth. The most well-known cosplay contest event is the World Cosplay Summit, selecting cosplayers from 40 countries to compete in the final round in Nagoya, Japan. Some other international events include European Cosplay Gathering (finals taking place at Japan Expo in Paris), EuroCosplay (finals taking place at London MCM Comic Con), and the Nordic Cosplay Championship (finals taking place at NärCon in Linköping, Sweden). This table contains a list of the most common cosplay competition judging criteria, as seen from World Cosplay Summit, Cyprus Comic Con, and ReplayFX. Portraying a character of the opposite sex is called crossplay. The practicality of crossplay and cross-dress stems in part from the abundance in manga of male characters with delicate and somewhat androgynous features. Such characters, known as bishōnen (lit. 'pretty boy'), are Asian equivalent of the elfin boy archetype represented in Western tradition by figures such as Peter Pan and Ariel. Male to female cosplayers may experience issues when trying to portray a female character because it is hard to maintain the sexualized femininity of a character. Male cosplayers may also be subjected to discrimination, including homophobic comments and being touched without permission. This affects men possibly even more often than it affects women, despite inappropriate contact already being a problem for women who cosplay, as is "slut-shaming". Animegao kigurumi players, a niche group in the realm of cosplay, are often male cosplayers who use zentai and stylized masks to represent female anime characters. These cosplayers completely hide their real features so the original appearance of their characters may be reproduced as literally as possible, and to display all the abstractions and stylizations such as oversized eyes and tiny mouths often seen in Japanese cartoon art. This does not mean that only males perform animegao or that masks are only female. "Cosplay Is Not Consent", a movement started in 2013 by Rochelle Keyhan, Erin Filson, and Anna Kegler, brought attention to the issue of sexual harassment in the convention attending cosplay community. Harassment of cosplayers include photography without permission, verbal abuse, touching, and groping. Harassment is not limited to women in provocative outfits as male cosplayers talked about being bullied for not fitting certain costume and characters. Starting in 2014, New York Comic Con placed large signs at the entrance stating that "Cosplay is Not Consent". Attendees were reminded to ask permission for photos and respect the person's right to say no. The movement against sexual harassment against cosplayers has continued to gain momentum and awareness since being publicized. Traditional mainstream news media like The Mercury News and Los Angeles Times have reported on the topic, bringing awareness of sexual harassment to those outside of the cosplay community. As cosplay has entered more mainstream media, ethnicity becomes a controversial point. Cosplayers of different skin color than the character are often ridiculed for not being 'accurate' or 'faithful'. Many cosplayers feel as if anyone can cosplay any character, but it becomes complicated when cosplayers are not respectful of the character's ethnicity. These views against non-white cosplayers within the community have been attributed to the lack of representation in the industry and in media. Issues such as blackface, brownface, and yellowface are still controversial since a large part of the cosplay community see these as separate problems, or simply an acceptable part of cosplay.[citation needed] Cosplay has influenced the advertising industry, in which cosplayers are often used for event work previously assigned to agency models. Some cosplayers have thus transformed their hobby into profitable, professional careers. Japan's entertainment industry has been home to the professional cosplayers since the rise of Comiket and Tokyo Game Show. The phenomenon is most apparent in Japan but exists to some degree in other countries as well. Professional cosplayers who profit from their art may experience problems related to copyright infringement. A cosplay model, also known as a cosplay idol, cosplays costumes for anime and manga or video game companies. Good cosplayers are viewed as fictional characters in the flesh, in much the same way that film actors come to be identified in the public mind with specific roles. Cosplayers have modeled for print magazines like Cosmode and a successful cosplay model can become the brand ambassador for companies like Cospa. Some cosplay models can achieve significant recognition. While there are many significant cosplay models, Yaya Han was described as having emerged "as a well-recognized figure both within and outside cosplay circuits". Jessica Nigri, used her recognition in cosplay to gain other opportunities such as voice acting and her own documentary on Rooster Teeth. Liz Katz used her fanbase to take her cosplay from a hobby to a successful business venture, sparking debate through the cosplay community whether cosplayers should be allowed to fund and profit from their work. In the 2000s, cosplayers started to push the boundaries of cosplay into eroticism paving the way to "erocosplay". The advent of social media coupled with crowdfunding platforms like Patreon and OnlyFans have allowed cosplay models to turn cosplay into profitable full-time careers. During protests During various protests, cosplaying as a satirization of important people and political events. In Myanmar various protests after the 2021 coup d'état various protests occurred with cosplayers. Youth groups protested on the roads by wearing cosplay costumes, skirts, wedding dresses, and other unusual clothing for daily life while holding signboards and vinyl banners that break with the country's more traditional protest messages for the purpose of grabbing attention from both domestic and international press media. Other times fictional characters are used to convey a message such as women dressing like characters from The Handmaid's Tale to protest bodily restrictions in the United States. Cosplay by country or region Cosplayers in Japan formerly referred to themselves as reiyā (レイヤー), pronounced "layer". In contemporary Japan, however, cosplayers are more commonly referred to as kosupure (コスプレ), pronounced "ko-su-pray", as the term reiyā is now more frequently used to describe literal layers (for example, hair or clothing). Words such as kawaii (可愛い) (lit. 'cute') and kakko ī (かっこいい) (lit. 'cool') were often used to describe these changes, expressions that were closely tied to notions of femininity and masculinity. Those who photograph players are known as cameko (カメコ), a shortened form of camera kozō (カメラ小僧) (lit. 'camera boy'). Originally, cameko would give printed photographs to players as gifts. Growing interest in cosplay events—both among photographers and cosplayers willing to model—has led to the formalization of procedures at events such as Comiket. Photography is conducted in designated areas separate from the exhibit halls. In Japan, wearing costumes outside of conventions or other designated areas is generally discouraged. Since 1998, Tokyo's Akihabara district has contained a number of cosplay restaurants catering to devoted anime and manga fans, in which waitresses dress as characters from video games, anime, or manga; maid cafés are particularly popular. In Japan, Tokyo's Harajuku district serves as a favored informal gathering place for engaging in cosplay in public. Events held in Akihabara also attract large numbers of cosplayers. Ishoku-hada (異色肌) is a form of Japanese cosplay in which players use body paint to alter their skin color to match that of the character they portray. This practice allows for the representation of anime or manga characters, as well as video game characters, with non-human skin tones. A 2014 survey conducted for the Comiket convention in Japan reported that approximately 75% of cosplayers attending the event were female. Cosplay is common in many East Asian countries. For example, it is a major part of the Comic World conventions taking place regularly in South Korea, Hong Kong and Taiwan. Historically, the practice of dressing up as characters from works of fiction can be traced as far as the 17th century late Ming dynasty China. Western cosplay developed primarily from science fiction and fantasy fandoms. Compared with Japan, Western cosplayers are more likely to portray characters originating from live-action television series and films. Western costuming traditions also encompass a variety of related hobbyist subcultures, including participants in Renaissance faires, live action role-playing games, and historical reenactments. Costume competitions at science fiction conventions commonly feature masquerades, in which costumes are formally judged during stage presentations, as well as hall costumes that are evaluated informally throughout the event. The growing international popularity of Japanese cartoon during the late 2000s contributed to a rise in American and other Western cosplayers portraying characters from manga and anime. Over the following decade, anime conventions became increasingly common across Western countries, often rivaling long-established science fiction, comic book, and historical conventions in terms of attendance. At these events, cosplayers—much like their Japanese counterparts—gather to display their costumes, be photographed, and participate in competitive costume events. Convention attendees also frequently choose to dress as characters from Western comic books, animated works, films, and video games. Despite increasing global exchange, cultural differences in taste remain evident. Certain costume styles that may be worn without hesitation by Japanese cosplayers are often avoided in Western contexts, particularly those that resemble Nazi uniforms. Western cosplayers may also encounter debates regarding legitimacy when portraying characters whose canonical racial backgrounds differ from their own, and instances of insensitivity toward cosplayers depicting characters of different skin tones have been documented. Western cosplayers who portray anime characters may likewise experience targeted ridicule or misunderstanding. In comparison with Japan, wearing costumes in public spaces is generally more socially accepted in countries such as the United Kingdom, Ireland, the United States, and Canada. These regions possess longer-standing traditions of Halloween costuming, fan dress, and related practices. Consequently, it is not uncommon for convention attendees in costume to be seen in nearby restaurants and public venues outside the immediate boundaries of the event itself. Media Japan is home to two especially popular cosplay magazines, Cosmode (コスモード) and ASCII Media Works' Dengeki Layers (電撃Layers). Cosmode has the largest share in the market and an English-language digital edition. Another magazine, aimed at a broader, worldwide audience is CosplayGen. In the United States, Cosplay Culture began publication in February 2015. Other magazines include CosplayZine featuring cosplayers from all over the world since October 2015, and Cosplay Realm Magazine which was started in April 2017. There are many books on the subject of cosplay as well. Cosplay groups and organizations See also Notes References Bibliography External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Cosplay&action=edit&section=18] | [TOKENS: 1430]
Editing Cosplay (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 8 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:WikiProject_User_scripts/Scripts/WikiBreak_Enforcer] | [TOKENS: 82]
Contents Wikipedia:WikiProject User scripts/Scripts/WikiBreak Enforcer WikiBreak Enforcer is a script that prevents a user from logging in before a certain date, to help enforce a wikibreak. If the user logs in, they are automatically logged back out, but can still view or edit from the mobile interface, or as a logged out user through their IP address. How to Use Script See also
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[SOURCE: https://en.wikipedia.org/wiki/Sunil_S_Gupta] | [TOKENS: 124]
Contents Sunil S Gupta Sunil Gupta (born 20 July 1964) an Indian diabetologist, academic, and researcher based in Nagpur, Maharashtra. He is listed in the Guinness World Records for participating in the largest multi-location diabetic neuropathy screening conducted on World Diabetes Day, 14 November 2013, involving 1,676 screenings across 27 locations in India. He has been involved in diabetes education and complication screening for over two decades. Currently he is serving as the President-Elect (2026) of the Research Society for the Study of Diabetes in India (RSSDI). Awards References
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Cosplay&action=edit&section=19] | [TOKENS: 1430]
Editing Cosplay (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 8 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/wiki/Film_industry] | [TOKENS: 13000]
Contents Film industry The film industry or motion picture industry comprises the technological and commercial institutions of filmmaking, i.e., film production companies, film studios, cinematography, animation, film production, screenwriting, pre-production, post-production, film festivals, distribution, and actors. Though the expense involved in making film almost immediately led film production to concentrate under the auspices of standing production companies, advances in affordable filmmaking equipment, as well as an expansion of opportunities to acquire investment capital from outside the film industry itself, have allowed independent film production to evolve. In 2019, the global box office was worth $42.2 billion. When including box office and home entertainment revenue, the global film industry was worth $136 billion in 2018. Hollywood is the world's oldest national film industry, and largest in terms of box-office gross revenue. Modern film industry The worldwide theatrical market had a box office of US$42.2 billion in 2019. The top three continents/regions by box-office gross were Asia-Pacific with US$17.8 billion, the U.S. and Canada with US$11.4 billion, and Europe, the Middle East and North Africa with US$10.3 billion. As of 2019[update], the largest markets by box office were, in decreasing order, the United States, China, Japan, South Korea, the United Kingdom, France, and India. As of 2019[update], the countries with the largest number of film productions were India, and the United States. In Europe, significant centres of movie production are France, Germany, Spain, Italy, and the United Kingdom. The cinema of China is one of three distinct historical threads of Chinese-language cinema together with the cinema of Hong Kong and the cinema of Taiwan. Cinema was introduced in China in 1896 and the first Chinese film, Dingjun Mountain, was made in 1905, with the film industry being centered on Shanghai in the first decades. China is the home of one of the largest film studios in the world, the Hengdian World Studios, and in 2010 it had the third largest film industry by number of feature films produced annually. For the next decade, the production companies were mainly foreign-owned, and the domestic film industry was centered on Shanghai, a thriving entrepot and the largest city in the Far East. In 1913, the first independent Chinese screenplay, The Difficult Couple, was filmed in Shanghai by Zheng Zhengqiu and Zhang Shichuan. As the Sixth Generation[clarification needed] gained international exposure, many subsequent films were joint ventures and projects with international backers but remained quite resolutely low-key and low-budget [citation needed]. Jia's Platform (2000) was funded in part by Takeshi Kitano's production house, while his Still Life was shot on HD video. Still Life was a surprise addition and Golden Lion winner of the 2006 Venice International Film Festival. Still Life, which concerns provincial workers around the Three Gorges region, sharply contrasts with the works of Fifth Generation Chinese directors like Zhang Yimou and Chen Kaige who were at the time producing House of Flying Daggers (2004) and The Promise (2005). It featured no star of international renown and was acted mostly by non-professionals. In 2012 the country became the second-largest market in the world by box office receipts. In 2014, the gross box office in China was ¥29.6 billion (US$4.82 billion), with domestic films having a share of 55%. China has also become a major hub of business for Hollywood studios. In 2018, China's gross box office was US$8.9 Billion In 2013, China's gross box office was ¥21.8 billion (US$3.6 billion), the second-largest film market in the world by box office receipts It increased to $4.8 Billion in 2014 box office grosser in film industry. Due to the COVID-19 pandemic, in 2020 China overtook North America as world's biggest box office, being the first country to achieve this status. China retained this status in 2021. However, in 2022, North America once again overtook China as the global box office's biggest market. The cinema of the United States, often generally referred to as Hollywood, has had a profound effect on cinema across the world since the early 20th century. The United States cinema (Hollywood) is one of the oldest film industry in the world and also the largest film industry in terms of revenue. Hollywood is the primary nexus of the U.S. film industry with established film study facilities such as the American Film Institute, LA Film School, and NYFA being established in the area. However, four of the six major film studios are owned by East Coast companies. The major film studios of Hollywood including Metro-Goldwyn-Mayer, 20th Century Studios, and Paramount Pictures are the primary source of the most commercially successful movies in the world, including movies such as The Sound of Music (1965), Star Wars (1977), Titanic (1997), and Avatar (2009). American film studios today collectively generate several hundred films every year, making the United States the most prolific producers of films in the world. Most shooting now[when?] takes place in California, New York, Louisiana, Georgia and North Carolina. New Mexico, especially in the Albuquerque and Santa Fe areas, had been an increasingly popular state for filming; the television show Breaking Bad was set there, and movies such as No Country for Old Men and Rust were shot there. [citation needed] Between 2009 and 2015, Hollywood consistently grossed $10 billion (or more) annually. Hollywood's award ceremony, the Academy Awards, officially known as The Oscars, is held by the Academy of Motion Picture Arts and Sciences (AMPAS) every year and as of 2019, more than 3,000 Oscars have been awarded. On 27 October 1911, Nestor Film Company established Hollywood's first permanent film studio. The California weather allowed for year-round filming. In 1912, Universal Studios was formed, merging Nestor and several other motion picture companies, including Independent Moving Pictures (IMP). India is the largest producer of films in the world and the second-oldest film industry in the world. The country is home to some of the most important cities in the global film industry: Mumbai (previously Bombay), Hyderabad and Chennai (Madras). In 2009, India produced a total of 2,961 films on celluloid; this figure includes 1,288 feature films. Besides being the largest producer of films in the world, India also has the largest number of admissions. Indian film industry is multi-lingual and the largest in the world in terms of ticket sales but 3rd-largest in terms of revenue, mainly due to having among the lowest ticket prices in the world. The industry is viewed mainly by a vast film-going Indian public.[citation needed] Indian film industry is also the dominant source of films and entertainment in its neighboring countries of South Asia. The three largest film industries in India are Hindi cinema, Telugu cinema and Tamil cinema. The Hindi film industry is mostly concentrated in Mumbai (Bombay), and it is commonly referred to as Bollywood, a portmanteau of Bombay and Hollywood. Telugu cinema is primarily concentrated in Hyderabad and is commonly referred to as Tollywood. The Tamil film industry i.e. Kollywood is mostly concentrated in Chennai. Besides the mainstream commercial movies, India also offers a different approach to cinema: the parallel cinema. The parallel cinema movement originated in West Bengal around the 1950s. The movement was initially led by Bengali cinema. It later gained prominence in other film industries in India. Parallel cinema is a blanket term designated to a certain type of films that stray away from the conventions of popular mainstream cinema. Parallel cinema has assumed various forms throughout the years. Filmmakers associated with parallel cinema are Satyajit Ray, Mrinal Sen, Ritwik Ghatak. Parallel films are characterized by their rejection of popular forms like the songs and fight sequences, their affinity for rural settings, their use of method actors, and toned-down color palettes. The best examples of parallel cinema are the most famous films of Ray – Pather Panchali (1955), Aparajito (1956), and The World of Apu (1959) – which formed The Apu Trilogy. Some other examples of such movies are Raincoat, Dhobi Ghat, Mithya. Indian films have garnered popularity not only in the domestic market but also in the international markets, with Dangal having an overseas gross revenue of $260 million, Secret Superstar and Bajrangi Bhaijaan making a gross revenue of $80.4 million, and Baahubali: The Beginning and Baahubali 2: The Conclusion (a blockbuster duology from Telugu cinema) grossing over $370 million globally. In India, they have over 400 production houses with 32 corporate houses; also supporting the livelihood of more than 6 million people. The other largest film industries are Malayalam cinema, Kannada cinema, Bengali cinema (cinema of West Bengal) and Marathi cinema, primarily located in Kochi, Bengaluru, Kolkata, and Mumbai, respectively. The remaining majority portion are spread across northern, eastern, western, and southern India (with Gujarati, Punjabi, Odia, Bhojpuri, Assamese Cinema). However, there are several smaller centers of Indian film industries in regional languages centered in the states where those languages are spoken. Indian cinema encloses several artforms like Indian classical music, folk music of different regions throughout the country, Indian classical dance, folk dance, and much more. Bollywood, Kollywood and Tollywood forms the largest portion of the Indian film industry and is viewed all over the Indian subcontinent, and is increasingly[when?] popular in Australia, UK, United States, New Zealand, Southeast Asia, Africa, Gulf countries, European countries, East Asia and China. The largest film studio complex in the world is Ramoji Film City located at Hyderabad, India, which opened in 1996 and measures 674 ha (1,666 acres). Comprising 47 sound stages, it has permanent sets ranging from railway stations to temples. By 1986, India's annual film output had increased from 741 films produced annually to 833 films, making India the world's largest film producer. As of 2014[update], Bollywood represents 45% of Indian net box office revenue, while Tamil and Telugu cinemas together represent 36%, and the rest of the regional film industries constitute 21% of Indian cinema. By 2021, Telugu Cinema (Tollywood) has overtaken both Hindi cinema (Bollywood) and Tamil cinema (Kollywood), emerged as the largest film industry in India in terms of box-office. In 2023, Bollywood again emerged as the largest film industry in India. The cinema of Russia refers to the film industry in Russia, engaged in producing motion pictures in the Russian language. It began in the Russian Empire, widely developed in the Soviet Union, and the years following its dissolution. The Russian film industry would remain internationally recognized. In the 21st century, Russian cinema has become known internationally with films such as Hardcore Henry (2015), Leviathan (2014), Night Watch (2004) and Brother (1997). The Moscow International Film Festival began in Moscow during 1935. The Nika Award is the main annual national film award in Russia. The first films seen in the Russian Empire were brought in by the Lumière brothers, who exhibited films in Moscow and St. Petersburg in May 1896. That same month, Lumière cameraman Camille Cerf made the first film in Russia, recording the coronation of Nicholas II at the Kremlin. Aleksandr Drankov produced the first Russian narrative film Stenka Razin (1908), based on events told in a folk song and directed by Vladimir Romashkov. Among the notable Russian filmmakers of the era were Aleksandr Khanzhonkov and Ivan Mozzhukhin, who made Defence of Sevastopol in 1912. Yakov Protazanov made Departure of a Grand Old Man (1912), a biographical film about Lev Tolstoy. Animation pioneer Ladislas Starevich made the first Russian animated film (and the first stop motion puppet film with a story) in 1910 – Lucanus Cervus. His other stop-motion shorts The Beautiful Leukanida (1912) and The Cameraman's Revenge (1912), produced for Aleksandr Khanzhonkov, are also among the first animated films. In the following years, Starevich made shorts based on fables such as The Grasshopper and the Ant (1913), as well as World War I propaganda films.[citation needed]. The United Kingdom has had a significant film industry for over a century. While film production reached an all-time high in 1936, the "golden age" of British cinema is usually thought to have occurred in the 1940s, during which the directors David Lean, Michael Powell, (with Emeric Pressburger) and Carol Reed produced their most highly acclaimed work. Many British actors have achieved worldwide fame and critical success, such as Maggie Smith, Roger Moore, Michael Caine, Sean Connery, Daniel Day-Lewis, Gary Oldman, and Kate Winslet. Some of the films with the largest-ever box-office returns have been made in the United Kingdom, including the third- and fourth-highest-grossing film series (Harry Potter and James Bond). The first moving picture was shot in Leeds by Louis Le Prince in 1888, and the first moving pictures developed on celluloid film were made in Hyde Park, London, in 1889 by British inventor William Friese Greene, who patented the process in 1890. Two of the top eight-highest-grossing films worldwide of all time[when?] have some British historical, cultural or creative dimensions: Titanic (1997), Harry Potter and the Deathly Hallows – Part 2 (2011), The Lord of the Rings: The Return of the King (2003), and Pirates of the Caribbean: Dead Man's Chest (2005). Adding four more Harry Potter films and one more Lord of the Rings movie, plus the Tim Burton version of Alice in Wonderland (2010), and more than half of the top twenty most financially successful[when?] films had a substantial British dimension.[original research?] British influence can also be seen with the 'English Cycle' of Disney animated films, which include Alice in Wonderland (1951), Peter Pan (1953), One Hundred and One Dalmatians (1961), The Sword in the Stone (1963), and The Jungle Book (1967). Disney first became interested in live-action films as a means of using financial reserves which had built up in Britain, and could not be repatriated owing to exchange controls, by making two films from Scottish and English sources. These were Treasure Island (1950) and The Story of Robin Hood and His Merrie Men (1952), which were both successes at the box office. The studio continued to draw on British source material for its animated films after Walt Disney died in 1967, with the cartoon feature films Robin Hood (1973), The Many Adventures of Winnie the Pooh and The Rescuers (both 1977), one of many Disney to draw on A. A. Milne's characters. In the 1970s and 1980s, British studios established a reputation[citation needed] for great special effects in films such as Superman (1978), Alien (1979), and Batman (1989). Some of this reputation was founded on the core of talent brought together for the filming of 2001: A Space Odyssey (1968) who subsequently worked together on series and feature films for Gerry Anderson. The Bristol-based Aardman Animations is known for its stop-motion animation. In late 1998, Channel 4 launched their free-to-air film channel Film4 – a channel specifically designed to show films. It broadcasts from 11:00 am BST and competes with pay television film network Sky Cinema. The London-based visual effects company Framestore, with Tim Webber the visual effects supervisor, have worked on the films The Dark Knight (2008) and Gravity (2013), with new techniques involved in Gravity taking three years to complete. France is the birthplace of cinema and was responsible for many of its significant contributions to the art form and the film-making process itself. Several important cinematic movements, including the Nouvelle Vague, began in the country. It is noted for having a particularly strong film industry, due in part to protections afforded by the French government. French cinema is sometimes intertwined with the cinema of foreign nations. Directors from nations such as Poland (Roman Polanski, Krzysztof Kieślowski, and Andrzej Żuławski), Argentina (Gaspar Noé and Edgardo Cozarinsky), Russia (Alexandre Alexeieff, Anatole Litvak), Austria (Michael Haneke), and Georgia (Géla Babluani, Otar Iosseliani) are prominent in the ranks of French cinema. Conversely, some French directors have had careers in other countries, such as Luc Besson, Jacques Tourneur, or Francis Veber in the United States. Another element supporting this fact is that Paris has the highest density of cinemas in the world, measured by the number of movie theaters per inhabitant, and that in most "downtown Paris" movie theaters, foreign movies which would be secluded to "art houses" cinemas in other places are shown alongside "mainstream" works. Philippe Binant realized, on 2 February 2000, the first digital cinema projection in Europe, with the DLP CINEMA technology developed by Texas Instruments, in Paris. Paris also boasts the Cité du cinéma, a major studio north of the city, and Disney Studio, a theme park devoted to the cinema and the third theme park near the city behind Disneyland and Parc Asterix. In 2015, France saw a record-breaking 300 feature-length films produced. US and UK films only represented 44.9% of total admissions in 2014. This is largely due to the commercial strength of domestic productions, which accounted for 44,5% of admissions in 2014 (35.5% in 2015; and 35.3% in 2016). In the mid-2000s, the French film industry was described as being "closer to being entirely self-sufficient than any other country in Europe, recovering around 80–90% of their budget in revenues generated from the domestic market". In 2018, French films had an international box office of €237m with 40 million admissions (down 52% from 2017), with Italy being the top foreign market. Japan has one of the oldest and largest film industries in the world; as of 2010, it was the fourth largest by number of feature films produced. Movies have been produced in Japan since 1897, when the first foreign cameramen arrived.[citation needed] In a Sight & Sound list of the best films produced in Asia, Japanese works made up eight of the top 12, with Tokyo Story (1953) ranked number one.[citation needed] Tokyo Story also topped the 2012 Sight & Sound directors' poll of The Top 50 Greatest Films of All Time, dethroning Citizen Kane, while Akira Kurosawa's Seven Samurai (1954) was voted the greatest foreign-language film of all time in BBC's 2018 poll of 209 critics in 43 countries. Japan has won the Academy Award for the Best Foreign Language Film four times (Rashomon, Gate of Hell, Samurai I: Musashi Miyamoto, and Departures), more than any other Asian country.[when?]. The cinema of Iran (Persian: سینمای ایران) or cinema of Persia refers to the cinema and film industries in Iran which produce a variety of commercial films annually. Iranian art films have garnered international fame and now enjoy a global following. Along with China, Iran has been lauded as one of the best exporters of cinema in the 1990s. Some critics now[when?] rank Iran as the world's most important national cinema, artistically, with a significance that invites comparison to Italian neorealism and similar movements in past decades. German filmmaker Werner Herzog has praised Iranian cinema as one of the world's most important artistic cinemas. It is notable, that Iran has won 2 Academy Awards and has been nominated 3 times, which is ranked 11th in the world cinema, second in Asia after Japan, and first in the Middle East.[citation needed] The Turkish film market stands out in the pan-European landscape as the only market where national films regularly outperform US films. In 2013, it had 1.2 million number of admissions and 87 feature films were released. Between 2004 and 2014, the estimated 12.9 million admissions generated on non-national European markets only accounted for 7% of total admissions to Turkish films in Europe (including Turkey). This was the third lowest share among the 30 European markets for which such data are available and clearly illustrates the strong dependence of Turkish films on the domestic market, a feature which is shared by Polish and Russian films. In 2014, Kış Uykusu (Winter's Sleep) won the Cannes Film Festival Award for Best Film. In 2013, Turkey still ranked behind the Netherlands in terms of the box office with just over EUR 200 million as Europe's eight largest box office market ahead of Sweden and Switzerland with a clear gap to the top 6 markets all of which registered GBO between EUR 504 million (Spain) up to over EUR 1 billion in France, the UK, Germany and the Russian Federation. Cinema going is comparatively cheap in Turkey. In 2013 a cinema ticket cost an average of EUR 4.0 in Turkey, and this was estimated to be the lowest average ticket price – measured in Euro – in Europe, marginally cheaper than in several Central and Eastern Europe markets like Croatia, Romania, Lithuania or Bulgaria (subject to exchange rates). A limited number of silent films were made in Egypt beginning in 1896; 1927's Laila was notable as the first full-length feature. Cairo's film industry became a regional force with the coming of sound. Between 1930 and 1936, various small studios produced at least 44 feature films. In 1936, Studio Misr, financed by industrialist Talaat Harb, emerged as the leading Egyptian equivalent to Hollywood's major studios, a role the company retained for three decades. Of the more than 4,000 short and feature-length films made in MENA region since 1908, more than three-quarters were Egyptian films. Egyptian films are typically spoken in the Egyptian Arabic dialect. Since 1976, Cairo has held the annual Cairo International Film Festival (CIFF), which is accredited by the International Federation of Film Producers Association. In 1996, the Egyptian Media Production City (EMPC) was inaugurated in 6th of October City south of Cairo, although by 2001, only one of the 29 planned studios was operational. Censorship, formerly an obstacle to freedom of expression, has decreased remarkably by 2012, when the Egyptian cinema had begun to tackle boldly issues ranging from sexual issues to heavy government criticism. The 1940s, 1950s, and 1960s are generally considered the golden age of Egyptian cinema. As in the West, films responded to the popular imagination, with most falling into predictable genres (happy endings being the norm), and many actors making careers out of playing strongly typed parts. In the words of one critic, "If an Egyptian film intended for popular audiences lacked any of these prerequisites, it constituted a betrayal of the unwritten contract with the spectator, the results of which would manifest themselves in the box office." Since the 1990s, Egypt's cinema has gone in separate directions. Smaller art films attract some international attention but sparse attendance at home. Popular films, often broad comedies such as What A Lie!, and the extremely profitable works of comedian Mohamed Saad, battle to hold audiences either drawn to Western films or, increasingly, wary of the perceived immorality of film. The term cinema of Korea (or Korean cinema) encompasses the motion picture industries of North and South Korea. As with all aspects of Korean life during the past century, the film industry has often been at the mercy of political events, from the late Joseon dynasty to the Korean War to domestic governmental interference. While both countries have relatively robust film industries today[when?][citation needed], only South Korean films have achieved wide international acclaim. North Korean films tend to portray their communist or revolutionary themes. South Korean films enjoyed a "Golden age" during the late 1950s and 1960s. By 2005 South Korea had become one of few nations to watch more domestic than imported films in theaters due largely to laws placing limits on the number of foreign films able to be shown per theater per year. In the theaters, Korean films must be played for 73 days per year since 2006. On cable TV 25% domestic film quota will be reduced to 20% after KOR-US FTA. The cinema of South Korea had a total box office gross in the country in 2015 of ₩884 billion and had 113,000,000 admissions, 52% of the total admissions. [citation needed] The history of Cinema of Poland is almost as long as the history of cinematography, and it has universally recognized achievements, even though Polish films tend to be less commercially available than films from several other European nations. After World War II, the communist government built an auteur-based national cinema, trained hundreds of new directors, and empowered them to make films. Filmmakers like Roman Polański, Krzysztof Kieślowski, Agnieszka Holland, Andrzej Wajda, Andrzej Żuławski, Andrzej Munk, and Jerzy Skolimowski impacted the development of Polish film-making. In more recent years, the industry has been producer-led with finance being the key to a film being made, and with many independent filmmakers of all genres, Polish productions tend to be more inspired by American film. The Polish Film School was under the heavy influence of Italian neorealists. It took advantage of the liberal changes in Poland after 1956 Polish October to portray the complexity of Polish history during World War II and German occupation. Among the most important topics were the generation of former Home Army soldiers and their role in post-war Poland and the national tragedies like the German concentration camps and the Warsaw Uprising. The political changes allowed the group to speak more openly about the recent history of Poland. However, the rule of censorship was still strong when it came to history after 1945 and there were very few films on contemporary events. This marked the major difference between the members of the Polish Film School and Italian neorealists. The Polish Film School was the first to underline the national character of Poles and one of the first artistic movements in Central Europe to openly oppose the official guidelines of Socialist realism. The members of the movement tend to underline the role of the individual as opposed to collectivity. There were two trends within the movement: young directors such as Andrzej Wajda generally studied the idea of heroism, while another group (the most notable being Andrzej Munk) analyzed the Polish character via irony, humor, and dissection of national myths. The biggest film studio in Southeast Asia was soft opened on 5 November 2011 on 10 hectares of land in Nongsa, Batam Island, Indonesia. Infinite Frameworks (IFW) is a Singapore-based company (close to Batam Island) which is owned by a consortium, 90 percent of which is held by Indonesian businessman and film producer Mike Wiluan. In 2010–2011, due to the substantial increase in value-added tax applied to foreign films, cinemas no longer had access to many foreign films, including Oscar-winning films. Foreign films include major box offices from the West and other major film producers of the world. This caused a massive ripple effect on the country's economy. It is assumed that this increased the purchase of unlicensed DVDs. However, even copyright-violating DVDs took longer to obtain. The minimum cost to view a foreign film not screened locally was 1 million Rupiah. This was equivalent to US$100, as it includes a plane ticket to Singapore. The cinema of Pakistan, or simply Pakistani cinema (Urdu: پاکستانی سنیما), refers to Pakistan's film industry. Most of the feature films shot in Pakistan are in Urdu, the national language, but may also include films in English, the official language, and regional languages such as Punjabi, Pashto, Balochi, and Sindhi. Lahore has been described as the epicenter of Pakistani cinema, giving rise to the term "Lollywood" as a portmanteau of Lahore and Hollywood. Before the separation of Bangladesh, Pakistan had three main film production centers: Lahore, Karachi and Dhaka. The regime of Muhammad Zia-ul-Haq, VCRs, film piracy, the introduction of entertainment taxes, strict laws based upon ultra-conservative jurisprudence, was an obstacle to the industry's growth. Once thriving, the cinema in Pakistan had a sudden collapse in the 1980s and by the 2000s "an industry that once produced an average of 80 films annually was now struggling to even churn out few movies." However, the boom in the Television Industry in Karachi which gave rise to bigger privately owned media houses led to a revival of the Pakistan Film Industry in the early 2010s. Karachi, now the biggest production center of the Film Industry in Pakistan produces Urdu, English, and Sindhi language Pakistani movies. Lahore is the second big film producer now (mostly Punjabi movies) followed by Peshawar where mostly Pashto films are produced. Films are also being produced on a very small scale from Islamabad (Urdu and English movies) and Quetta (Balochi movies). Pakistani films are gaining market in the local circuit and international markets like Gulf countries, UK-Europe, US-North America, and Far-East. Many Pakistani movies made their ways to Oscars' foreign language film category i.e. The Day Shall Dawn (1959), The Veil (Ghoonghat) (1963), Zinda Bhaag (2013), Dukhtar (2014), Moor (2015), Mah-e-Mir (2016), Saawan (2017), Cake (2018), Lal Kabootar (2019). Two Pakistani documentary films won the Oscars' for the best documentary film, these are, Saving Face (2012) and A Girl in the River (2016). Pakistani movies especially Urdu movies revolve around family drama, romance, love stories, comedy, thriller, social matters, and political issues. In the contemporary era some Pakistani films have gained international acclaim, these include, Khuda Kay Liye (In the name of God), Bol, Verna, Zinda Bhaag, Load-Wedding, Wrong No., Cake, Teefa in Trouble, Lal Kabootar, Mah-e-Meer, Moor, The Legend of Maula Jatt. Punjabi cinema is mostly themed on romance, family drama, and action while Pashto cinema revolves around action and tribal feuds. Major Film Awards include Lux Style Awards, ARY Film Awards, Nigar Awards and National Film Awards. Cinema of the Philippines began with the introduction of the first moving pictures to the country on August 31, 1897, at the Salón de Pertierra in Manila. The following year, local scenes were shot on film for the first time by a Spaniard, Antonio Ramos, using the Lumiere Cinematograph. While most early filmmakers and producers in the country were mostly wealthy enterprising foreigners and expatriates, on September 12, 1919, Dalagang Bukid (Country Maiden), a movie based on a popular musical play, was the first movie made and shown by Filipino filmmaker José Nepomuceno. Dubbed the "Father of Philippine Cinema", his work marked the start of cinema as an art form in the Philippines. Films have been made in Israel since before independence in 1948. The industry is relatively small economically but Israeli films have been nominated for more Academy Awards for Best Foreign Language Film than any other country in the Middle East. The government is attempting to attract foreign companies to film in Israel by offering subsidies for production costs. Hong Kong is a filmmaking hub for the Chinese-speaking world (including the worldwide diaspora) and East Asia in general. For decades it was the third-largest motion picture industry in the world (after India and the US) and the second-largest exporter of films. Despite an industry crisis starting in the mid-1990s and Hong Kong's return to Chinese sovereignty in July 1997 Hong Kong film has retained much of its distinctive identity and continues to play a prominent part on the world cinema stage. Unlike many film industries, Hong Kong has enjoyed little to no direct government support, through either subsidies or import quotas. It has always been a thoroughly commercial cinema, concentrating on crowd-pleasing genres, like comedy and action, and heavily reliant on formulas, sequels, and remakes. Typically of commercial cinemas, its heart is a highly developed star system, which in this case also features substantial overlap with the pop music industry The Trinidad and Tobago Film Company is the national agency that was established in 2006 to further the development of the film industry. Trinidad and Tobago puts on several film festivals which are organized by different committees and organizations. These include the Secondary Schools Short Film Festival and Smartphone Film Festival organized by Trinidad and Tobago Film Company. There is also an annual Trinidad and Tobago Film Festival which runs for two weeks in the latter half of September. Trinidad and Tobago's film sector began emerging in the late 1950s to early 1960s and by the late 1970s, there were a handful of local productions, both feature film and television. The first full-length feature film to be produced in Trinidad and Tobago was The Right and the Wrong (1970) by Indian director/writer/producer, Harbance Kumar. The screenplay was written by the Trinidadian playwright, Freddie Kissoon. The rest of the 20th century saw a couple more feature films being made in the country, with Bim (1974), being singled out by Bruce Paddington as "one of the most important films to be produced in Trinidad and Tobago ... and one of the classics of Caribbean cinema." It was one of the first films to feature an almost entirely Trinidadian cast and crew. There was a rise in Trinidadian film production in the 2000s. Films such as Ivan the Terrible (2004), SistaGod (2006), I'm Santana: The Movie (2012), and God Loves the Fighter (2013) were released both locally and internationally. SistaGod had its world premiere at the 2006 Toronto International Film Festival. Nepali film does not have a very long film history, but the industry has its place in the cultural heritage of the country. It is often referred to as 'Nepali Chalchitra' (which translates to "Nepali films" in English). The terms Kollywood and Kallywood are also used, as a portmanteau of "Kathmandu" and "Hollywood"; "Kollywood" however is more frequently used to refer to Tamil cinema.[citation needed] Chhakka Panja has been considered the highest-grossing film of all time in Nepali film industry and Kohinoor the second highest. The Nepali films The Black Hen (2015) and Kagbeni (2006) received international acclaim.[citation needed] The Nepali feature film White Sun (Seto Surya) received the Best Film award at the 27th Singapore International Film Festival (SGIFF) in 2016. The Sri Lankan film industry is a relatively young industry that began in 1947 with the film Kadawunu Poronduwa and has seen growth and development, particularly with the establishment of the State Film Corporation in 1971. Sri Lankan films are usually made in Sinhala and Tamil, the dominant languages of the country. Lester James Peries, often considered the "father" of Sri Lankan cinema, directed influential films like Rekava (1956) and The God King (1974). Vimukthi Jayasundara's Sulanga Enu Pinisa won the Camera d'Or for best first film at the 2005 Cannes Film Festival. The directors Asoka Handagama and Prasanna Vithanage, have won international awards. Handagama's films Asandhimitta and Alborada and Vithanage's films Gaadi and Paradise were critically acclaimed and selected for international film festivals. In recent years, high-budget films like Aloko Udapadi, Aba and Maharaja Gemunu based on Sinhalese epic historical stories have gained huge success. Furthermore, following the drastic impact on the film industry by the ongoing COVID-19 pandemic, Adaraneeya Prarthana has emerged as one of the highest-grossing films of 2022, and Gajaman is the highest-grossing Sri Lankan film of 2023. Chanaka Perera's film Gajaman is the first three-dimensional (3D) animation movie in Sri Lanka using motion capture technology. Sri Lankan director Ilango Ram's film Tentigo is the first Sri Lankan film to be remade into other languages including Spanish, Italian, English, Hindi, Telugu, and Malayalam, and France and Belgium in the future. After gaining positive reviews from critics in multiple film festivals, the film won the special jury award at the Tallinn Black Nights Film Festival in 2023 and was screened at the Glasgow Film Festival and Mostra in 2024. It got selected at the 2nd Eikhoigi Imphal International Film Festival 2025 under the International Competition: Fiction section International movies shot in Sri Lanka: Sri Lanka has been a location for international films, including The Bridge on the River Kwai. History Les frères Lumière released the first projection with the Cinematograph, in Paris on 28 December 1895. The French film industry in the late 19th century and early 20th century was the world's most important. Auguste and Louis Lumière invented the cinématographe and their L'Arrivée d'un train en gare de La Ciotat in Paris in 1895 is considered by many historians as the official birth of cinematography. The first feature film to be made was the 1906 Australian silent The Story of the Kelly Gang, an account of the notorious gang led by Ned Kelly that was directed and produced by the Melburnians Dan Barry and Charles Tait. It ran, continuously, for eighty minutes. In the early 1910s, the film industry had fully emerged with D.W. Griffith's The Birth of a Nation. Also in the early 1900s motion picture production companies from New York and New Jersey started moving to California because of the good weather and longer days. Although electric lights existed at that time, none were powerful enough to adequately expose film; the best source of illumination for movie production was natural sunlight. Besides the moderate, dry climate, they were also drawn to the state because of its open spaces and wide variety of natural scenery. In 1900, Charles Pathé began film production under the Pathé-Frères brand, with Ferdinand Zecca hired to make the films. By 1905, Pathé was the largest film company in the world, a position it retained until World War I. Léon Gaumont began film production in 1896, supervised by Alice Guy. From 1904 until the First World War, the Pathé group was the world leader in the film industry, far ahead of American firms. At its peak, Charles Pathé's company had almost 50% of the world film market, including in the United States. Besides American Mutoscope, there were also numerous smaller producers in the United States, and some of them established a long-term presence in the new century. American Vitagraph, one of these minor producers, built studios in Brooklyn, and expanded its operations in 1905. The first successful permanent theatre showing only films was "The Nickelodeon", which was opened in Pittsburgh in 1905. By then, there were enough films several minutes long available to fill a program running for at least half an hour, and which could be changed weekly when the local audience became bored with it. Other exhibitors in the United States quickly followed suit, and within two years, there were 8,000 of these nickelodeons in operation across the United States. The American experience led to a worldwide boom in the production and exhibition of films from 1906 onwards. Movie theaters became popular entertainment venues and social hubs in the early 20th century, much like cabarets and other theaters. By 1907, purpose-built cinemas for motion pictures were being opened across the United States, Britain, and France. The films were often shown with the accompaniment of music provided by a pianist, though there could be more musicians. There were also very few larger cinemas in some of the biggest cities. Initially, the majority of films in the programs were Pathé films, but this changed fairly quickly as the American companies cranked up production. The program was made up of just a few films, and the show lasted around 30 minutes. The reel of film, of maximum length 1,000 feet (300 m), which usually contained one individual film, became the standard unit of film production and exhibition in this period. The program was changed twice or more a week but went up to five changes of program a week after a couple of years. In general, cinemas were set up in the established entertainment districts of the cities. In 1907, Pathé began renting their films to cinemas through film exchanges rather than selling the films outright. The litigation over patents between all the major American film-making companies had continued, and at the end of 1908, they decided to pool their patents and form a trust to use them to control the American film business. The companies concerned were Pathé, Edison, Biograph, Vitagraph, Lubin, Selig, Essanay, Kalem, and the Kleine Optical Company, a major importer of European films. The George Eastman company, the only manufacturer of film stock in the United States, was also part of the combine, which was called the Motion Picture Patents Company (MPPC), and Eastman Kodak agreed to only supply the members with film stock. License fees for distributing and projecting films were extracted from all distributors and exhibitors. The producing companies that were part of the trust were allocated production quotas (two reels, i.e. films, a week for the biggest ones, one reel a week for the smaller ones), which were supposed to be enough to fill the programs of the licensed exhibitors. But the market was bigger than that, for although 6,000 exhibitors signed with the MPPC, about 2,000 others did not. A minority of the exchanges (i.e. distributors) stayed outside the MPPC, and in 1909 these independent exchanges immediately began to fund new film-producing companies. By 1911 there were enough independent and foreign films available to programme all the shows of the independent exhibitors, and in 1912 the independents had nearly half of the market. The MPPC had effectively been defeated in its plan to control the whole United States market, and the government antitrust action, which only now started against the MPPC, was not necessary to defeat it. In the early 20th century, before Hollywood, the United States motion picture industry was mainly based in Fort Lee, New Jersey across the Hudson River from New York City. In need of a winter headquarters, moviemakers were attracted to Jacksonville, Florida due to its warm climate, exotic locations, excellent rail access, and cheaper labor, earning the city the title of "The Winter Film Capital of the World". New York-based Kalem Studios was the first to open a permanent studio in Jacksonville in 1908. over the next decade, more than 30 silent film companies established studios in town, including Metro Pictures (later MGM), Edison Studios, Majestic Films, King-Bee Film Company, Vim Comedy Company, Norman Studios, Gaumont Studios and the Lubin Manufacturing Company.[citation needed] The first motion picture made in Technicolor and the first feature-length color movie produced in the United States, The Gulf Between, was also filmed on location in Jacksonville in 1917. Jacksonville was especially important to the African American film industry. One notable individual in this regard is the European American producer Richard Norman, who created a string of films starring black actors in the vein of Oscar Micheaux and the Lincoln Motion Picture Company. In contrast to the degrading parts offered in certain white films such as The Birth of a Nation, Norman and his contemporaries sought to create positive stories featuring African Americans in what he termed "splendidly assuming different roles". Jacksonville's mostly conservative residents, however, objected to the hallmarks of the early movie industry, such as car chases in the streets, simulated bank robberies and fire alarms in public places, and even the occasional riot. In 1917, conservative Democrat John W. Martin was elected mayor on the platform of taming the city's movie industry. By that time, southern California was emerging as the major movie production center, thanks in large part to the move of film pioneers like William Selig and D.W. Griffith to the area. These factors quickly sealed the demise of Jacksonville as a major film destination.[citation needed] Another factor for the industry's move west was that up until 1913, most American film production was still carried out around New York, but due to the monopoly of Thomas A. Edison, Inc.'s film patents and its litigious attempts to preserve it, many filmmakers moved to Southern California, starting with Selig in 1909. The sunshine and scenery was important for the production of Westerns, which came to form a major American film genre with the first cowboy stars, G.M. Anderson ("Broncho Billy") and Tom Mix. Selig pioneered the use of (fairly) wild animals from a zoo for a series of exotic adventures, with the actors being menaced or saved by the animals. Kalem Company sent film crews to places in America and abroad to film stories in the actual places they were supposed to have happened. Kalem also pioneered the female action heroine from 1912, with Ruth Roland playing starring roles in their Westerns.[better source needed] In France, Pathé retained its dominant position, followed still by Gaumont, and then other new companies that appeared to cater to the film boom. A film company with a different approach was Film d'Art. Film d'Art was set up at the beginning of 1908 to make films of a serious artistic nature. Their declared program was to make films using only the best dramatists, artists, and actors. The first of these was L'Assassinat du Duc de Guise (The Assassination of the Duc de Guise), a historical subject set in the court of Henri III. This film used leading actors from the Comédie-Française and had a special accompanying score written by Camille Saint-Saëns. The other French majors followed suit, and this wave gave rise to the English-language description of films with artistic pretensions aimed at a sophisticated audience as "art films". By 1910, the French film companies were starting to make films as long as two, or even three reels, though most were still one reel long. This trend was followed in Italy, Denmark, and Sweden. In Britain, the Cinematograph Act 1909 was the first primary legislation to specifically regulate the film industry. Film exhibitions often took place in temporary venues and the use of highly flammable cellulose nitrate for film, combined with limelight illumination, created a significant fire hazard. The Act specified a strict building code which required, amongst other things, that the projector be enclosed within a fire resisting enclosure. The Babelsberg Studio near Berlin in Germany was the first large-scale film studio in the world, founded in 1912, and the forerunner to Hollywood with its several establishments of large studios in the early 20th century. The first movie studio in Hollywood area, Nestor Studios, was founded in 1911 by Al Christie for David Horsley. Other East Coast studios had already moved production to Los Angeles. Over time, Hollywood came to be so strongly associated with the film industry that the word "Hollywood" is now used colloquially to refer to the entire American film industry. In 1913 Cecil B. DeMille, in association with Jesse Lasky, leased a barn with studio facilities in Hollywood where The Squaw Man (1914) was made. It is now the location of the Hollywood Heritage Museum. The Charlie Chaplin Studios were built in 1917. The site was also used by Kling Studios, for the Superman TV series; Red Skelton, who used the sound stages for his CBS TV variety show; and CBS, which filmed the TV series Perry Mason there. From 1967 to 1999 it was the home of Herb Alpert's A&M Records and Tijuana Brass Enterprises. In 1969 The Los Angeles Cultural Heritage Board named it a historical cultural monument. In 2000 it became the home of the Jim Henson Company, home of the Muppets. The noted Hollywood Sign originally read "Hollywoodland". It was erected in 1923 to advertise a new housing development in the hills above Hollywood. In 1949 the Hollywood Chamber of Commerce stepped in and removed the last four letters and repaired the others. It is a registered trademark and cannot be used without the permission of the Hollywood Chamber of Commerce. The first Academy Awards presentation ceremony took place on 16 May 1929. The period between the years 1927 (the effective end of the silent era) to 1948 is considered the age of the "Hollywood studio system", or the Golden Age of Hollywood. In a landmark 1948 court decision, the Supreme Court ruled that movie studios could not own theaters and play only the movies of their studio and movie stars; thus an era of Hollywood history ended. Bollywood is the Hindi-language film industry based in Mumbai (formerly known as Bombay), Maharashtra, India. The term is often incorrectly used to refer to the whole of Indian cinema; however, it is only a part of the total Indian film industry, which includes other production centers producing films in multiple languages. Bollywood is the largest film producer in India and one of the largest centers of film production in the world. Bollywood is formally referred to as Hindi cinema. Linguistically, Bollywood films tend to use vernacular Hindustani, mutually intelligible to self-identified speakers of both Hindi and Urdu, while modern Bollywood films also increasingly incorporate elements of Hinglish. The Wrestlers (1899) and The Man and His Monkeys (1899), directed and produced by Harischandra Sakharam Bhatawdekar (H. S. Bhatavdekar), were the first two films made by Indian filmmakers, which were both short films. He was also the first Indian filmmaker to direct and produce the first documentary and news relnews-relateditled The Landing of Sir M.M. Bhownuggree. The 1930s and 1940s were tumultuous times: India was buffeted by the Great Depression, World War II, the Indian independence movement, and the violence of the Partition. Most Bollywood films were unabashedly escapist, but several filmmakers tackled tough social issues or used the struggle for Indian independence as a backdrop for their plots. In 1937 Ardeshir Irani, of Alam Ara fame, made the first colour film in Hindi, Kisan Kanya. The next year, he made another color film, a version of Mother India. Following India's independence, the period from the late 1940s to the early 1960s is regarded by film historians as the "Golden Age" of Hindi cinema. Defining key figures during this time included Raj Kapoor, Guru Dutt, Mehboob Khan, and Dilip Kumar. The 1970s was when the name "Bollywood" was coined, and when the quintessential conventions of commercial Bollywood films were established. Key to this was the emergence of the masala film genre, which combines elements of multiple genres (action, comedy, romance, drama, melodrama, musical). The masala film was pioneered in the early 1970s by filmmaker Nasir Hussain, along with screenwriter duo Salim–Javed, pioneering the Bollywood blockbuster format. Tollywood is the Bengali language Film Industry of India. Started by Royal Bioscope Company in 1898 by Hiralal Sen, along with Matilal Sen, Deboki Lal Sen, and Bholanath Gupta. Combining live theater performances of actors, the Bengali industry was notable for using sound as an important part of the drama in its Bioscope format whose cinematic language was extremely different from Western silent films. This was followed by Jamshedji Framji Madan of the Elphinstone Bioscope Company who also controlled Madan Theatre Company. J J Madan became managing director of Madan Theatres after the death of his father in 1923 and Madan Theatres reached a peak in the late 1920s when it owned 127 theaters and controlled half of the country's box office. Madan Theatres produced several popular and landmark films till 1937, parallel to works of '20s Bengali stars like Dhirendra Nath Ganguly who started the Indo-British Film Co. – the first Bengali-owned production company in 1918. The rise of the industry followed in the 1930s to 1940s when a diversity of films were made. Many prints were destroyed by fire. The prints and records of films from 1937 to 1947 films were majorly destroyed but this period in Bengal served as the age of political films in India which was supremely influential for the struggle for Indian Independence. After 1947, The industry saw a new era of creative studio-system collaborators who made films under the name of Agradoot. This saw a renaissance of commercial films and musicals where stars like Uttam Kumar and Suchitra Sen mesmerized the audience with their captivating screen presence and subdued performances. Ritwick Ghatak, Satyajit Ray, Tapan Sinha, Mrinal Sen, and Rituparno Ghosh were the other notable directors whose works influenced world cinema to an incomparable degree. The name of the industry was coined after the place Tollygunge, which also served as a cheeky tribute to Hollywood. The cinema of Egypt refers to the flourishing film industry based in Cairo which is known to be the Hollywood of the MENA region. In 1896, a limited number of silent films was made in Egypt beginning in 1896; 1927's Laila was notable as the first full-length feature. Cairo's film industry became a regional force with the coming of sound. Between 1930 and 1936, various small studios produced at least 44 feature films. In 1936, Studio Misr, financed by industrialist Talaat Harb, emerged as the leading Egyptian equivalent to Hollywood's major studios, a role the company retained for three decades. Historians disagree in determining the beginning of cinema in Egypt. Some say in 1896 when the first film was watched in Egypt, while others date the beginning from 20 June 1907 with a short documentary film about the visit of Khedive Abbas Hilmi II to the Institute of Mursi Abul-Abbas in Alexandria. In 1917, the director Mohammed Karim established a production company in Alexandria. The company produced two films: Dead Flowers and Honor the Bedouin, which were shown in the city of Alexandria in early 1918. Since 1976, the capital has held the annual Cairo International Film Festival, which has been accredited by the International Federation of Film Producers Associations. There is also another 12 festivals. Of the more than 4,000 short and feature-length films made in MENA region since 1908, more than three-quarters were Egyptian films. Egyptian films are typically spoken in the Egyptian Arabic dialect. Since then, more than 4,000 films have been produced in Egypt, three-quarters of the total Arab production. Historian Samir Kassir notes (2004) that Misr Studios in particular, "despite their ups and downs, were to make Cairo the third capital of the world's film industry, after Hollywood and Bombay but ahead of Italy's Cinecittà." Egypt is the most productive country in the Middle East in the field of film production, and the one with the most developed media system. Nollywood is a sobriquet that originally referred to the Nigerian film industry. The origin of the term dates back to the early 2000s, traced to an article in The New York Times. Due to the history of evolving meanings and contexts, there is no clear or agreed-upon definition for the term, which has made it a subject of several controversies. The origin of the term "Nollywood" remains unclear; Jonathan Haynes traced the earliest usage of the word to a 2002 article by Matt Steinglass in the New York Times, where it was used to describe Nigerian cinema. Charles Igwe noted that Norimitsu Onishi also used the name in a September 2002 article he wrote for the New York Times. The term continues to be used in the media to refer to the Nigerian film industry, with its definition later assumed to be a portmanteau of the words "Nigeria" and "Hollywood", the American major film hub. The definition of which films are considered Nollywood has always been a subject of debate. Alex Eyengho defined Nollywood as "the totality of activities taking place in the Nigerian film industry, be it in English, Yoruba, Hausa, Igbo, Itsekiri, Edo, Efik, Ijaw, Urhobo or any other of the over 300 Nigerian languages". He further stated that "the historical trajectory of Nollywood started since the pre and post independent Nigeria, with the theatrical (stage) and cinematic (celluloid) efforts of the likes of Chief Hubert Ogunde, Chief Amata, Baba Sala, Ade Love, Eddie Ugbomah and a few others". The Influence of the Nigerian movie industry often referred to informally as Nollywood has influenced all African countries. By the end of 2013, the film industry reportedly hit a record-breaking revenue of ₦1.72 trillion (US$4.1 billion). As of 2014, the industry was worth ₦853.9 billion (US$5.1 billion), making it the third most valuable film industry in the world behind the United States and India. It made up about 1.4% of Nigeria's GDP; this was attributed to the increase in the number of quality films produced and more formal distribution methods. Economics The profitability of a film studio is crucially dependent on picking the right film projects and involving the right management and creative teams (cast, direction, visual design, score, photography, costume, set design, editing, and many additional specialties), but it also depends heavily on choosing the right scale and approach to film promotion, control over receipts through technologies such as digital rights management (DRM), sophisticated accounting practices, and management of ancillary revenue streams; in the extreme, for a major media franchise centered on film, the film might itself be only one large component of many large contributions to total franchise revenue. The film industry is a brutally competitive winner-take-all market driven by wildly fluctuating "nonlinear processes". Box office revenue is highly concentrated in a small number of very successful films, and film industry market share is also highly concentrated in the film studios lucky enough to make such films. But the market is "extremely volatile" and it is impossible to predict in advance who will become the market winner at any given moment "or how long their domination will last". The dominant films and film studios "change places dramatically and often". Statistics The following is a list of the top countries by the number of feature films produced. The following countries are the largest box office markets in terms of the gross box office revenue, according to the THEME Report 2022 by the MPA (Motion Picture Association). The following countries are the largest box office markets in terms of the number of tickets sold in 2019. Criticism Economic censorship happens when a company, industry, or country takes steps to ensure profitability, usually by self-censoring content to please the group wielding their economic influence. That group can be political such as the boycott of individuals or the banning or taxing by governments of certain products. This tool tends to have a broader reach beyond the borders of a government than pure political censorship. Examples include Hollywood self-censoring any negative depictions of Nazis for most of the 1930s to maintain access to German audiences and avoid upsetting anti-semites at home, or major studios self-censoring any negative depictions of China or its ruling party after 1997 to maintain access to Chinese audiences. Native advertising is information designed to persuade in more subtle ways than classic propaganda. A modern example common in the United States is copaganda, in which TV shows display unrealistically flattering portrayals of law enforcement, in part to borrow equipment and get their assistance in blocking off streets to more easily film on location. Other reputation laundering accusations have been leveled in the entertainment industry, including the burnishing the image of Mafia's Godfathers. Product placement also has been a point of criticism, with the tobacco industry promoting smoking on screen. The Centers for Disease Control cites that 51% of teen smokers would not start smoking if films with smoking were automatically given an 'R' rating, which would save one million lives. See also Footnotes Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/IGN#cite_ref-59] | [TOKENS: 3612]
Contents IGN IGN[b] is a compromised American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. IGN features articles on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs available on the Xbox and PlayStation, Nintendo Switch, PC, Mobile, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, and AskMen. IGN was sold to publishing company Ziff Davis in February 2013. History IGN was created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, and GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand. The homepage exposed content from more than 30 different channels. Websites Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter. That same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com. At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball held an IPO in 2000, but shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider (later IGN Prime), which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN has been ranked among the top 500 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multimedia business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1Up.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" (Game Popularity Metric) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game. However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D (Voodoo Extreme 3D) were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005. The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. IGN Entertainment acquired Gamer Network and its properties in May 2024 for an undisclosed sum. These included Eurogamer, Rock Paper Shotgun, VG247 and others. As a result, some layoffs were made due to redundancies. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal". Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews would use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change was not retroactive: all scores on reviews written before the change would remain the same. This change also did not affect the scoring system for reader reviews. On September 13, 2012, IGN revealed that as part of its new review format all future reviews would follow a 100-point scale again, but without using decimals, meaning a score of 8.5 would become an 85. Unlike the previous conversion to the 20-point scale, this latest scoring system change was retroactive and all previous IGN review scores were to be updated to follow the new system. However, despite the announcement, the article included a short addition, post-release; it stated that after much discussion, they had decided to retain the decimal point in all upcoming scores. In early 2014, IGN introduced a new policy, in which a game's review score can be re-reviewed and improved, provided that continuous updates form a significant change compared to the game at launch. Examples of games that have been re-reviewed were League of Legends, Heroes of the Storm, Warframe, and the pocket edition of Minecraft. In January 2020, IGN revealed that reviews would be reverted to a 10-point scale, from 1 to 10, finding that the finer distinction of the 100-point scale was difficult to maintain, whereas a 10-point scale would still be true to its reviews and would be easier to promote. IGN 'Best of' awards IGN's 'Best of' is an end-of-year event to annually honor the year's best games, films, television shows and comics. Winners of each award category are selected by IGN staff from a list of nominees, while readers are able to cast their own votes online to determine the 'People's Choice' award for each category. Other sections In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO). Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001, and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfil much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002 when many of the staff departed. Interviews with professional wrestling personalities and coverage of wrestling games have been folded into IGN Sports, headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.[citation needed] In 2002, IGN launched a dedicated video game FAQs site specifically designed to host user-submitted guides. This was launched following the cancellation of affiliation with GameFAQs.[citation needed] In 2004, IGN launched GameStats, which was intended to be a more unbiased rating network, as it takes in scores from every corporate-owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.[citation needed] In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Like the film section, IGN's TV section has a variety of exclusive clips from upcoming television shows.[citation needed] On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.[citation needed] In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary. To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user-created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.[citation needed] Along with its popular website content, IGN also publishes many different podcasts on both its website and on iTunes. Some of its podcasts include console-oriented shows like the PlayStation-focused "Podcast Beyond" and the Xbox-oriented "Podcast Unlocked", the Nintendo-oriented "Nintendo Voice Chat", and Game Scoop!, a podcast where a variety of editors discuss news and topics surrounding the video game industry. Regional websites IGN has 28 editions in 25 languages, as of 2021. The US & Canada, UK & Ireland, and Australia & New Zealand editions are operated by Ziff Davis subsidiaries, with all others being franchised publishers. Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. Licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.[citation needed] When visiting www.ign.com from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar above or below (depending on the regional website) the page's master template.[citation needed] IGN Con IGN Convention (IGN Con) is a video games, movies, comics and pop culture convention held in various cities in the Middle East. The event generally includes celebrities, video game tournaments, table top games, card games, movie previews, comic book stalls and a cosplay competition. A number of Middle Eastern artists and game developers also showcase their work at IGN Convention. This convention is owned and operated by IGN Middle East, the Middle Eastern edition of popular video games website IGN. IGN Convention is the spiritual successor to GameFest, a biannual, smaller scale gaming gallery which was originally hosted by IGN Middle East's parent company T-break Media between 2010 and 2012, before the hosting duties were subsequently taken over by AMD EMEA. The IGN Convention logo was designed by prominent Gulf based artist Ashraf Ghori. Conferences have included: IGN Pro League In 2011, IGN launched IGN Pro League, a professional esports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends. On March 6, 2013, only weeks prior to the event, IGN abruptly canceled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to compete with the increasing number of esports events that were being held. On April 8, 2013, Blizzard Entertainment announced that it had acquired the staff and assets of the IPL from IGN; its former staff were reassigned to work on in-house esports productions. Controversies In 2007, Video Game Media Watch accused former IGN editor Doug Perry of "journalistic misconduct" for an exclusive review of Prey. In November 2017, some IGN employees refused to work to show solidarity with Kallie Plagge, a former editor who alleged that in 2016, another editor, Vince Ingenito, sexually harassed her and another female employee and made inappropriate comments. Human resources allegedly told her that she "needed to have better judgment about who [she] was 'friends' with" and that she was an "equal participant" in "inappropriate flirtation". This incident was widely circulated across social media. In August 2018, the owner of YouTube channel Boomstick Gaming accused the IGN reviewer Filip Miucin of plagiarizing his video review of the game Dead Cells. On August 7, IGN stated that it had found "substantial similarities" between the reviews, apologized, and announced that it had dismissed Miucin. On August 10, IGN published a new review by Brandin Tyrrel, which included an editor's note apologizing again and stating that "this review (and its score) represents solely the opinion of the new reviewer". In a subsequently unlisted video, Miucin responded that while he took "complete ownership over what happened", the similarity was not intentional. Kotaku found similarities between Miucin's other reviews, reviews on Nintendo Life and Engadget and material posted on the games discussion forum NeoGAF. On August 14, IGN announced that it would remove all of Miucin's work pending further review. On April 19, 2019, Miucin admitted plagiarism and issued an apology on his YouTube channel. During the 2021 Israel–Palestine crisis, the main IGN site posted an article on May 14 urging readers to donate to charities helping Palestinian civilians such as the Palestine Children's Relief Fund and linked to relevant news reporting. A Palestinian flag was also added besides the IGN logo. Shortly after the article went up IGN Israel made statements on social media condemning the article. The Palestinian flag was soon replaced with a Red Cross. On May 16, the article was deleted and a statement was made on the IGN Twitter account saying that it was wrong to only highlight one side of the conflict. A reposted version on South Africa-based IGN Africa was also removed. On May 17, over 60 members of IGN's staff signed an open letter condemning the article's removal for going against the site's editorial freedom and policies for retracting or correcting articles, as well as the lack of communication with IGN staff. IGN reinstated the article on August 24 under a new headline alongside a statement of newly formalized editorial policies. Television and films Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Kuala_Lumpur] | [TOKENS: 13122]
Contents Kuala Lumpur Kuala Lumpur (KL),[a] officially the Federal Territory of Kuala Lumpur,[b] is the capital city and a federal territory of Malaysia. It is the most populous city in the country, covering an area of 243 km2 (94 sq mi) with a population of 2,075,600 as of 2024[update]. Greater Kuala Lumpur, which is itself within the much larger Klang Valley, is an urban agglomeration of 8.8 million people as of 2024. It is among the fastest growing metropolitan regions in Southeast Asia, in terms of both population and economic development. The city serves as the cultural, financial, tourism, political and economic centre of Malaysia. It is also home to the Malaysian parliament (consisting of the Dewan Rakyat and the Dewan Negara) and the Istana Negara, the official residence of the monarch (Yang di-Pertuan Agong). Kuala Lumpur was first developed around 1857 as a town serving the tin mines of the region, and important figures such as Yap Ah Loy and Frank Swettenham were instrumental in the early development of the city during the late 19th century. It served as the capital of Selangor from 1880 until 1978. Kuala Lumpur was the founding capital of the Federation of Malaya and its successor, Malaysia. The city remained the seat of the executive and judicial branches of the Malaysian federal government until these were relocated to Putrajaya in early 1999. However, some sections of the political bodies still remain in Kuala Lumpur. The city is one of the three Federal Territories of Malaysia, enclaved within the state of Selangor, on the central west coast of Peninsular Malaysia. Since the 1990s, the city has played host to many international sporting, political and cultural events, including the 1998 Commonwealth Games, 2001 Southeast Asian Games, 2017 Southeast Asian Games, Formula One, Moto GP and 1997 FIFA World Youth Championships. Kuala Lumpur has undergone rapid development in recent decades and is home to the tallest twin buildings in the world, the Petronas Towers, which have since become an iconic symbol of Malaysian development. Kuala Lumpur is well connected with neighbouring urban metro regions such as Petaling Jaya via the rapidly expanding Klang Valley Integrated Transit System. Residents of the city can also travel to other parts of Peninsular Malaysia as well as to Kuala Lumpur International Airport (KLIA) via rail through Kuala Lumpur Sentral station. Kuala Lumpur was ranked the 6th most-visited city in the world on the Mastercard Destination Cities Index in 2019. The city houses three of the world's ten largest shopping malls. Kuala Lumpur ranks 70th in the world and the second in Southeast Asia after Singapore for the Economist Intelligence Unit's Global Liveability Ranking and ninth in ASPAC and second in Southeast Asia after Singapore for KPMG's Leading Technology Innovation Hub 2021. Kuala Lumpur was named World Book Capital 2020 by UNESCO. In 2025, Kuala Lumpur was ranked second for the best outstanding city in Southeast Asia, after Singapore, and 79th in the world by the Oxford Economic Papers' Global Cities Index. Etymology Kuala Lumpur means "muddy confluence" in Malay: kuala is the point where two rivers join, or an estuary, and lumpur means "mud". One suggestion is that it was named after Sungai Lumpur ("muddy river"); in the 1820s, a place named Sungei Lumpoor was said to be the most important tin-producing settlement on the Klang River. However, Kuala Lumpur lies at the confluence of the Gombak and Klang rivers and therefore should be called Kuala Gombak, since the kuala is typically named after the river that joins a larger river or the sea. Some have argued that Sungai Lumpur extended to the confluence, therefore, the point where it joined the Klang River would be Kuala Lumpur, although this Sungai Lumpur is speculated to be Treacher Valley Stream that joined the Klang River 1.5 kilometres (1 mile) upstream from the Gombak confluence near Bukit Nanas, or perhaps located to the north of the Batu Caves area. It has also been proposed that Kuala Lumpur was originally named Pengkalan Lumpur ("muddy landing place"), but became corrupted into Kuala Lumpur. Another theory says that it was initially a Cantonese word, lam-pa, meaning "flooded jungle" or "decayed jungle". There is no firm contemporary evidence for these suggestions other than anecdotes, however. The name may also be a corrupted form of an earlier forgotten name. History Sultanate of Selangor 1857–1974 Federated Malay States 1895–1942; 1945–1946 Empire of Japan 1942–1945 Malayan Union 1946–1948 Federation of Malaya 1948–1963 Malaysia 1963–present The official account considers Kuala Lumpur to have been founded by the Malay Chief of Klang, Raja Abdullah, who sent Chinese miners into the region to open tin mines in 1857, although it is unclear who the first settlers were since there were likely settlements at the Gombak-Klang river confluence before that in the 1820s. The indigenous Temuan people may have inhabited the area for some time, Chinese miners were known to be involved in tin mining up the Selangor River in the 1840s about 16 kilometres (10 miles) north of present-day Kuala Lumpur, and Mandailing Sumatrans led by Raja Asal [ms] and Sutan Puasa were also involved in tin mining and trade in the Ulu Klang region before 1860, and Sumatrans may have settled in the upper reaches of Klang River in the first quarter of the 19th century, or possibly earlier. Kuala Lumpur was originally a small hamlet of just a few houses and shops at the confluence of the Sungai Gombak and Sungai Klang (Klang River). Kuala Lumpur became established as a town c. 1857, when Raja Abdullah bin Raja Jaafar, aided by his brother Raja Juma'at of Lukut, raised funds from Malaccan Chinese businessmen to hire Chinese miners from Lukut to open new tin mines there. The miners landed at Kuala Lumpur and continued on foot to Ampang, where they opened the first mine. Kuala Lumpur was the furthest point up the Klang River to which supplies could conveniently be brought by boat and therefore became a collection and dispersal point serving the tin mines. Despite a high death toll from the malarial conditions of the jungle, the Ampang mines succeeded and exported the first tin in 1859. At that time, Sutan Puasa was already trading near Ampang. Two traders from Lukut, Hiu Siew and Yap Ah Sze, arrived in Kuala Lumpur and set up shops to sell provisions to miners in exchange for tin. The town, spurred on by tin-mining, started to develop around Old Market Square (Medan Pasar), with roads radiating out towards Ampang as well as Pudu and Batu (the destinations became the names of these roads: Ampang Road, Pudu Road, and Batu Road), where miners had also begun to settle in, and Petaling and Damansara. The miners formed gangs and the gangs frequently fought in this period, particularly factions of Kuala Lumpur and Kanching, mainly over control of the best tin mines. Leaders of the Chinese community were conferred the title of Kapitan Cina (Chinese headman) by the Malay chief, and Hiu Siew, the early Chinese trader, became the first Kapitan of Kuala Lumpur. The third Chinese Kapitan of Kuala Lumpur, Yap Ah Loy, was appointed in 1868. After the mines were opened, Raja Abdullah then sent a garrison under the command of a Bugis lieutenant to man a stockade built at Bukit Nanas. Important Malay figures of early Kuala Lumpur also included Haji Mohamed Tahir, who became the Dato Dagang ("chief of traders"). The Minangkabaus of Sumatra became another important group who traded and established tobacco plantations in the area. Notable Minangkabaus included their headman, Dato' Sati, Utsman Abdullah, and Haji Mohamed Taib, who was involved in the early development of Kampung Baru. The Minangkabaus were also significant socio-religious figures, for example Utsman bin Abdullah was the first kadi of Kuala Lumpur, as well as Muhammad Nur bin Ismail. Early Kuala Lumpur was a small town that suffered from many social and political problems – the buildings were mostly made of wood and 'atap' (palm frond thatching). The buildings were prone to catching fire, and due to a lack of proper sanitation, the town was plagued with diseases. It also suffered from a constant threat of flooding due to its location. The town became embroiled in the Selangor Civil War in part over control of revenue from the tin mines. Yap Ah Loy allied himself with Tengku Kudin [ms] and the Hai San secret society, they fought against a rival secret society, Ghee Hin, who allied themselves with Raja Mahdi. Raja Asal and Sutan Puasa switched sides to Raja Mahdi, and Kuala Lumpur was captured in 1872 and burnt to the ground. Yap escaped to Klang where he assembled another fighting force and recaptured Kuala Lumpur in March 1873, defeating Raja Mahdi's forces with the help of fighters from Pahang. The war and other setbacks, such as dropping tin prices, led to a slump. A major outbreak of cholera caused many to flee. The slump lasted until late 1879, when rising prices for tin allowed the town to recover. In late 1881, the town was severely flooded, after a fire that had destroyed the entire town in January. With the town being rebuilt a few times and having thrived, this was due in large to Yap Ah Loy. Yap, together with Frank Swettenham who was appointed the Resident in 1882, were the two most important figures of early Kuala Lumpur with Swettenham credited with its rapid growth and development and its transformation into a major urban centre. The early Chinese and Malay settled along the east bank of the Klang River. The Chinese mainly settled around the commercial centre of Market Square. The Malays, and later Indian Chettiars and Muslims, resided in the Java Street area, now Jalan Tun Perak. In 1880, the colonial administration moved the state capital of Selangor from Klang to the more strategically advantageous Kuala Lumpur, and British Resident William Bloomfield Douglas decided to locate the government buildings and living quarters to the west of the river. Government offices and a new police headquarters were built on Bukit Aman, and the Padang was initially created for police training. The Padang, now known as Independence Square, would later become the centre of the British administrative offices when the colonial government offices moved to the Sultan Abdul Samad Building in 1897. Frank Swettenham, on becoming the British Resident, began improving the town by cleaning up the streets. He also stipulated in 1884 that buildings should be constructed of brick and tile so that they would be less flammable, and that the town be rebuilt with wider streets to reduce fire risk. Kapitan Yap Ah Loy bought a sprawling piece of real estate to set up a brick factory for the rebuilding of Kuala Lumpur, the eponymous Brickfields. Demolished atap buildings were replaced with brick and tile buildings, and many of the new brick buildings had "five-foot ways" and Chinese carpentry work. This resulted in a distinct eclectic shop house architecture typical to this region. Kapitan Yap Ah Loy expanded road access, linking tin mines with the city with the main arterial routes of the present Ampang Road, Pudu Road and Petaling Street. As Chinese Kapitan, he held wide powers on a par with Malay community leaders. Law reforms were implemented and new legal measures were introduced to the assembly. Yap also presided over a small claims court. With a police force of six, he was able to uphold the rule of law, constructing a prison that could accommodate sixty prisoners at a time. Yap Ah Loy also built Kuala Lumpur's first school and a major tapioca mill in Petaling Street, in which the Selangor's Sultan Abdul Samad held an interest. A railway line between Kuala Lumpur and Klang, initiated by Swettenham and completed in 1886, increased access and resulted in rapid growth. The population grew from 4,500 in 1884 to 20,000 in 1890. As development intensified in the 1880s, putting pressure on sanitation, waste disposal and other health measures. A Sanitary Board created on 14 May 1890 was responsible for sanitation, road upkeep, street lighting, and other functions. This would eventually become the Kuala Lumpur Municipal Council in 1948. In 1896, Kuala Lumpur was chosen as the capital of the newly formed Federated Malay States. Kuala Lumpur expanded considerably in the 20th century. It was 0.65 km2 (0.25 sq mi) in 1895, but was extended to encompass 20 km2 (7.7 sq mi) in 1903, and to 52 km2 (20 sq mi) by 1924. By the time it became a municipality in 1948 it had expanded to 93 km2 (36 sq mi), and then to 243 km2 (94 sq mi) in 1974 as a Federal Territory. Until 1974, Kuala Lumpur was one of the seven districts of Selangor (six before 1960). The Kuala Lumpur district comprises eight (later nine) mukims – Sungai Buloh, Batu, Petaling, Ampang, Ulu Klang, Kuala Lumpur (city and suburban), Setapak and (since 1953) Petaling Jaya. The development of a rubber industry in Selangor fuelled by the demand for car tyres in the early 20th century led to a boom, and the population of Kuala Lumpur increased from 30,000 in 1900 to 80,000 in 1920. The commercial activities of Kuala Lumpur had been run to a large extent by Chinese businessmen such as Loke Yew, who was then the richest and most influential Chinese in Kuala Lumpur. The growth of the rubber industry led to an influx of foreign capital and planters, with new companies and industries becoming established in Kuala Lumpur, and other companies previously based elsewhere also found a presence here. During World War II, Kuala Lumpur was captured by the Imperial Japanese Army on 11 January 1942. Despite suffering little damage during the battle, the wartime occupation of the city resulted in significant loss of lives; at least 5,000 Chinese were killed in Kuala Lumpur in just a few weeks of occupation by Japanese forces, and thousands of Indians were sent as forced labour to work on the Burma Railway where many died. They occupied the city until 15 August 1945, when the commander in chief of the Japanese Seventh Area Army in Singapore and Malaysia, Seishirō Itagaki, surrendered to the British administration following the atomic bombings of Hiroshima and Nagasaki. Kuala Lumpur grew during the war, and continued after the war during the Malayan Emergency (1948–1960), during which Malaya was preoccupied with a communist insurgency and New Villages were established on the outskirts of the city. The first municipal election in Kuala Lumpur was held on 16 February 1952. An ad hoc alliance between the Malay UMNO and Chinese MCA party candidates won a majority of the seats, and this led to the formation of the Alliance Party (later the Barisan Nasional). On 31 August 1957, the Federation of Malaya gained its independence from British rule. The British flag was lowered and the Malayan flag raised for the first time at the Padang at midnight on 30 August 1957, and on the morning of 31 August, the ceremony for the Declaration of Independence was held at the Merdeka Stadium by the first Prime Minister of Malaya, Tunku Abdul Rahman. Kuala Lumpur officially became the capital of the Malayan federation under the Federal Capital Act 1960 remained still after the formation of Malaysia on 16 September 1963. The Malaysian Houses of Parliament were completed at the edge of the Lake Gardens in 1963. The population of Kuala Lumpur expanded considerably from 1960 to 2018, doubling in size every 13 years. Kuala Lumpur has seen several civil disturbances over the years. A riot in 1897 was a relatively minor affair that began with the confiscation of faulty dacing (a scale used by traders), and in 1912, a more serious disturbance called the tauchang riot began during the Chinese New Year with the cutting of pigtails and ended with rioting and factional fighting lasting several days. The worst rioting on record in Malaysia, however, occurred on 13 May 1969, when race riots broke out in Kuala Lumpur. The so-called 13 May Incident included violent conflicts between members of the Malay and the Chinese communities, the result of Malays' dissatisfaction with their socio-political status. The riots caused the deaths of 196 people, according to official figures, and led to major changes in the country's economic policy to promote and prioritise Malay economic development over that of other ethnicities. Kuala Lumpur achieved city status on 1 February 1972, becoming the first settlement in Malaysia to be granted the status after independence. Later, on 1 February 1974, Kuala Lumpur became a federal territory. The territory of Kuala Lumpur expanded to 96 square miles by absorbing the surrounding areas. Kuala Lumpur was ceded by Selangor to be directly controlled by the central government, and it ceased to be capital of Selangor in 1978 after the city of Shah Alam was declared the new state capital. On 14 May 1990, Kuala Lumpur celebrated the centennial of the local council. The new federal territory Kuala Lumpur flag and anthem were introduced. Putrajaya was declared a Federal Territory on 1 February 2001, as well as the seat of the federal government. The administrative and judicial functions of the government were shifted from Kuala Lumpur to Putrajaya. Kuala Lumpur however still retained its legislative function, and remained the home of the Yang di-Pertuan Agong (Constitutional King). From the 1990s onwards, major urban developments in the Klang Valley extended the Kuala Lumpur metropolitan area. This area, known as Greater Kuala Lumpur, extends from the Federal Territory of Kuala Lumpur westward to Port Klang, east to the edge of the Titiwangsa Mountains as well as to the north and south. The area covers other administratively separate towns and cities such as Klang, Shah Alam, Putrajaya and others, and is served by the Klang Valley Integrated Transit System. Notable projects undertaken within Kuala Lumpur itself included the development of a new Kuala Lumpur City Centre around Jalan Ampang and the Petronas Towers, once the world's tallest buildings. The Petronas Towers has since been superseded as the tallest buildings in Kuala Lumpur by The Exchange 106 and Merdeka 118, which is the second tallest building in the world after the Burj Khalifa in Dubai. Geography The geography of Kuala Lumpur is characterised by the huge Klang Valley, bordered by the Titiwangsa Mountains in the east, several minor ranges in the north and the south, and the Strait of Malacca in the west. Kuala Lumpur is a Malay term that translates to "muddy confluence" and is located at the confluence of the Klang and Gombak rivers which flow into the Selangor River. Located in the centre of Selangor state, Kuala Lumpur was a territory of Selangor State Government. In 1974, Kuala Lumpur was split off from Selangor to form the first Federal Territory governed directly by the Malaysian federal government. Its location in the most developed state on the west coast of peninsular Malaysia, which has a wider stretch of flat land than the east coast, has helped it develop faster than other cities in Malaysia. The municipality covers an area of 243 km2 (94 sq mi), with an average elevation of 81.95 m (268 ft 10 in) highest point being Bukit Nanas at 94 meters above sea level. Protected by the Titiwangsa Range in the east and Indonesia's Sumatra Island in the west, Kuala Lumpur is sheltered from strong winds and has a tropical rainforest climate (Köppen climate classification Af), hot, humid and sunny, with abundant rainfall, especially during the northeast monsoon season from October to March. Temperatures tend to remain constant. Maximums hover between 32 and 35 °C (90 and 95 °F) and sometimes topping 38 °C (100.4 °F), while minimums hover between 23.4 and 24.6 °C (74.1 and 76.3 °F) and have never fallen below 17.8 °C (64.0 °F). Kuala Lumpur typically receives at least 2,600 mm (100 in) of rain annually; June to August are relatively dry, but even then rainfall typically exceeds 131 millimetres (5.2 in) a month. Kuala Lumpur is highly prone to severe thunderstorms and lightning strikes. The Klang Valley, including Kuala Lumpur, is one of the places where thunderstorms are most frequently observed on Earth. Floods are frequent in Kuala Lumpur after heavy downpours, especially in the city centre, because irrigation structure lags behind the intense development in the city. Smoke from forest fires in nearby Sumatra and Kalimantan sometimes casts a haze over the region, and is a major source of pollution, along with open burning, motor vehicle emissions, and construction. Governance Kuala Lumpur was administered by a corporation sole called the Federal Capital Commissioner from 1 April 1961, until it was awarded city status in 1972, after which executive power transferred to the Lord Mayor (Datuk Bandar). 15 mayors have been appointed since then. The current mayor is Maimunah Mohd Sharif, who has been in office since 15 August 2024. The local administration is carried out by the Kuala Lumpur City Hall, an agency under the Federal Territories Ministry of Malaysia. It is responsible for public health and sanitation, waste removal and management, town planning, environmental protection and building control, social and economic development, and general maintenance functions of urban infrastructure. Executive power lies with the mayor in the city hall, who is appointed for three years by the Federal Territories Minister. This system of appointing the mayor has been in place ever since the local government elections were suspended in 1970. Kuala Lumpur's eleven parliamentary constituencies, with 2020 population, area, density and percentage of the total are congruent with administrative subdivisions under the authority of the Kuala Lumpur City Hall authority. For land administration purposes, the Federal Territory of Kuala Lumpur is divided into eight mukims, and several mukim-level towns (pekan/bandar): Kampung Baru Titiwangsa Sentul Maluri Pudu Brickfields Mid Valley City Bukit Tunku Perdana Botanical Gardens and Cenotaph Shamelin Perkasa (partial) Bandar Tun Razak Salak South Bangsar University of Malaya Pantai Dalam Jalan Klang Lama (Taman Desa) Bukit Damansara Sri Hartamas and Taman Duta Istana Negara Taman Tun Dr Ismail Kampung Sungai Penchala Sri Petaling Bukit Jalil Bandar Tasik Selatan Sungai Besi Jinjang Segambut Mont Kiara Batu Jalan Ipoh Sentul (partial) Taman Wahyu Wangsa Maju Taman Melati Setiawangsa (partial) Ampang Kampung Datuk Keramat Cochrane (partial) Maluri (partial) Cheras (partial) Taman Connaught Kuala Lumpur is home to the Parliament of Malaysia. The federal Constitution stipulates the three branches of the Malaysian government: the Executive, Judiciary and Legislative branches. The Parliament consists of the Dewan Negara (Upper House / House of Senate) and Dewan Rakyat (Lower House / House of Representatives). List of Kuala Lumpur representatives in the Federal Parliament (Dewan Rakyat) The Kuala Lumpur City Hall (DBKL) acts as the sole local government in Kuala Lumpur. Economy Kuala Lumpur and its surrounding urban areas form the most industrialised and economically fastest-growing region in Malaysia. Despite the relocation of federal government administration to Putrajaya, certain government institutions such as Bank Negara Malaysia (National Bank of Malaysia), Companies Commission of Malaysia and Securities Commission as well as most embassies and diplomatic missions have remained in the city. The city remains the economic and business hub of the country. Kuala Lumpur is a centre for finance, insurance, real estate, media and the arts of Malaysia. Kuala Lumpur is rated the only global city in Malaysia, according to the Globalization and World Cities Study Group and Network (GaWC). Bursa Malaysia, or the Malaysia Exchange, is based in the city and forms one of its core economic activities. As of 5 July 2013, the market capitalisation stood at US$505.67 billion. The gross domestic product (GDP) for Kuala Lumpur is estimated at RM73,536 million in 2008 with an average annual growth rate of 5.9 per cent. By 2015, the GDP had reached RM160,388 million, representing 15.1% of the total GDP of Malaysia. The per capita GDP for Kuala Lumpur in 2013 was RM79,752 with an average annual growth rate of 5.6 per cent, and RM94,722 in 2015. Average monthly household income is RM9,073 (~$2,200) as of 2016, growing at a pace of approximately 6% a year. The service sector, comprising finance, insurance, real estate, business services, wholesale and retail trade, restaurants and hotels, transport, storage and communication, utilities, personal services and government services form the largest component of employment, representing about 83.0 per cent of the total. The remaining 17 per cent comes from manufacturing and construction. The large service sector is evident in the number of local and foreign banks and insurance companies operating in the city. Kuala Lumpur is poised to become the global Islamic financing hub with an increasing number of financial institutions providing Islamic financing and the strong presence of Gulf financial institutions such as the world's largest Islamic bank, the Al-Rajhi Bank and Kuwait Finance House. Apart from that, the Dow Jones & Company is keen to work with Bursa Malaysia to set up Islamic Exchange Trade Funds (ETFs), which would help raise Malaysia's profile in the Gulf. The city has a large number of foreign corporations and is also host to many multi national companies' regional offices or support centres, particularly for finance and accounting, and information technology functions. Most of the country's largest companies have their headquarters here, and as of December 2007 and excluding Petronas, there are 14 companies that are listed in Forbes 2000 based in Kuala Lumpur. There has been growing emphasis on expanding the economic scope of the city in other service activities, such as research and development, which support the rest of the economy of Malaysia. Kuala Lumpur has been home for years to important research centres such as the Rubber Research Institute of Malaysia, the Forest Research Institute Malaysia and the Institute of Medical Research. A new financial district for Kuala Lumpur is currently under construction: the Tun Razak Exchange (TRX), formerly known as Kuala Lumpur International Financial District (KLIFD). The TRX's landmark and prominent building is The Exchange 106 tower. The 70-acre development will be situated in the heart of Kuala Lumpur and will serve international finance and business opportunities. The new financial hub is a strategic enabler of the Malaysian government's Economic Transformation Programme (ETP), an initiative by the Malaysian government to turn Malaysia into a high income economy nation. Tourism plays an important role in the city's service-driven economy. Many large worldwide hotel chains have a presence in the city. One of the oldest hotels is the Hotel Majestic. Kuala Lumpur is the sixth most visited city in the world, with 8.9 million tourists per year. Tourism here is driven by the city's cultural diversity, relatively low costs, and wide gastronomic and shopping variety. MICE tourism, which mainly encompasses conventions— has expanded in recent years to become a vital component of the industry, and is expected to grow further once the Malaysian government's Economic Transformation Programme kicks in, and with the completion of a new 93,000 square meter-size MATRADE Centre in 2014. The MATRADE agency is also the owner of the Malaysia International Trade And Exhibition Centre (MITEC), the largest trade and exhibition centre of Malaysia, which is a component of the larger KL Metropolis development situated in the suburb of Segambut. Another notable trend is the increased presence of budget hotels in the city. The major tourist destinations in Kuala Lumpur include the Petronas Towers, the Bukit Bintang shopping district, the Kuala Lumpur Tower, Petaling Street (Chinatown), the Merdeka Square, the Kuala Lumpur railway station, the House of Parliament building, the National Palace (Istana Negara), the National Planetarium, the National Science Centre, the National Art Gallery (Balai Seni Negara), the National Theatre (Istana Budaya), the National Museum, the Royal Museum, the National Textile Museum, Islamic Arts Museum, Telekom Museum, Royal Malaysian Police Museum, the National Mosque of Malaysia (Masjid Negara), Federal Territory Mosque (Masjid Wilayah), Sultan Abdul Samad Building, DBKL City Theatre (Panggung Bandaraya), Medan Pasar, Central Market, KL Bird Park, KL Butterfly Park, Aquaria KLCC, Saloma Link (Pintasan Saloma), the National Monument, and religious sites such as the Sultan Abdul Samad Jamek Mosque, Thean Hou Temple and Buddhist Maha Vihara in Brickfields. Kuala Lumpur plays host to many cultural festivals such as the Thaipusam procession at the Sri Mahamariamman Temple. Every year during the Thaipusam celebration, a silver chariot carrying the statue of Lord Muruga together with his consort Valli and Teivayanni would be paraded through the city beginning at the temple all the way to Batu Caves in the neighbouring Gombak, Selangor. The primary entertainment and shopping district of the city is mainly centred in the Golden Triangle encompassing Jalan P. Ramlee, Jalan Sultan Ismail, Jalan Bukit Bintang, Ampang Road and Bintang Walk. Kuala Lumpur alone has 66 shopping malls and is the retail and fashion hub of both Malaysia and Southeast Asia. Shopping in Malaysia contributed RM7.7 billion (US$2.26 billion) or 20.8 per cent of the RM31.9 billion tourism receipts in 2006. Suria KLCC is one of Malaysia's premier upscale shopping destinations due to its location beneath the Petronas Towers. Apart from Suria KLCC, the Bukit Bintang district has the highest concentration of shopping malls in Kuala Lumpur. It includes: Pavilion KL, Fahrenheit 88, Plaza Low Yat, Berjaya Times Square, Lot 10, Sungei Wang Plaza, Starhill Gallery, Lalaport BBCC, Quill City Mall and Avenue K. Changkat area of Bukit Bintang hosts various cafes, alfresco dining outlets, illegal activities such as prostitution and more. It is best known as one of the red-light districts in Kuala Lumpur. Bangsar district also has a few shopping complexes, including Bangsar Village, Bangsar Shopping Centre, KL Gateway Mall, Bangsar South, KL Eco City Mall, The Gardens, and Mid Valley Megamall. Apart from shopping complexes, Kuala Lumpur has designated numerous zones in the city to market locally manufactured products such as textiles, fabrics and handicrafts especially at Jalan Tuanku Abdul Rahman. Traditional clothing of ethnic Malays such as baju Kurung and baju kebaya can be found here. The Chinatown of Kuala Lumpur, commonly known as Petaling Street, is one of them. Chinatown features many pre-independence buildings with Straits Chinese and colonial architectural influences. Since 2000, the Malaysian Ministry of Tourism introduced a mega sale event for shopping in Malaysia. The mega sale event is held three times a year – in March, May and December – in which all shopping malls are encouraged to participate to boost Kuala Lumpur as a leading shopping destination in Asia which has been maintained until present with new mega sales. Demographics Kuala Lumpur is the most populous city in Malaysia, with a population of 2.076 million in the city proper as of 2024[update]. It has a population density of 8,157 inhabitants per square kilometre (21,130/sq mi), and is the most densely populated administrative district in Malaysia. Residents of the city are colloquially known as KLites. Kuala Lumpur is also the centre of the wider Klang Valley metropolitan area covering Petaling Jaya, Klang, Subang Jaya, Puchong, Shah Alam, and Gombak, with an estimated metropolitan population of 7.25 million as of 2017[update].[citation needed] Kuala Lumpur's heterogeneous populace includes the country's three major ethnic groups: the Malays, the Chinese, and the Indians, although the city also has a mix of different cultures including Eurasians, Kadazans, Ibans and other Indigenous races from around Malaysia. Historically Kuala Lumpur was a predominantly Chinese city, although more recently the Bumiputera component of the city has grown substantially and they are now the dominant group. The Kuala Lumpur of 1872 beside the Klang River was described by Frank Swettenham as a "purely Chinese village", although a Malay stockade already existed at Bukit Nanas at that time. By 1875, after participation in the Selangor Civil War by Pahang Malays had ended, Swettenham noted Malay quarters near the Chinese area in a sketch map he had drawn. There were said to be 1,000 Chinese and 700 Malays in the town in this period. Many of the Malays may have settled in Kuala Lumpur after the war. The population of Kuala Lumpur had increased to around three thousand in 1880 when it was made the capital of Selangor. A significant component of the Malay population in Kuala Lumpur of this period consisted of Malays recruited by the British in 1880, mostly from rural Malacca, to establish a police force of 2–300, many of whom brought their families. Many of the Malays were originally from the other islands of Malay Archipelago i.e. Sumatra and Java. The Mandailings, the Minangkabaus, Javanese, and Buginese began arriving in Kuala Lumpur in the 19th century, while the Acehnese arrived in the late 20th century. In the following decades that saw the rebuilding of the town, it grew considerably with a large influx of immigrants, due in large part to the construction of a railway line in 1886 connecting Kuala Lumpur and Klang. A census in 1891 of uncertain accuracy gave a figure of 43,796 inhabitants, 79% of whom were Chinese (71% of the Chinese were Hakka, but possibly over-counted), 14% Malay, and 6% Indian. Another perhaps more accurate survey put the population of Kuala Lumpur in 1891 at around 19,000, with 73% Chinese and 12% each for both Malays and Indians. The rubber boom in the early 20th century led to a further increase in population, from 30,000 in 1900 to 80,000 in 1920. In 1931, 61% of Kuala Lumpur's 111,418 inhabitants were Chinese, and in 1947 63.5%. The Malays however began to settle in Kuala Lumpur in significant numbers, in part due to government employment, as well as the expansion of the city that absorbed the surrounding rural areas where many Malays lived. Between 1947 and 1957 the population of Malays in Kuala Lumpur increased from 12.5 to 15%, while the proportion of Chinese dropped. The process continued after Malayan independence with the growth of a largely Malay civil service, and later the implementation of the New Economic Policy which encouraged Malay participation in urban industries and business. In 1980 the population of Kuala Lumpur had reached over a million, with 52% Chinese, 33% Malay, and 15% Indian. From 1980 to 2000 the number of Bumiputeras increased by 77%, but the Chinese still outnumbered the Bumiputeras in Kuala Lumpur in the 2000 census at 43% compared to 38%. By the 2010 census, according to the Department of Statistics and excluding non-citizens, the Malay population in Kuala Lumpur had increased to 44.7% (45.9% Bumiputera), exceeding the Chinese population of 43.2%. In the 2020 census, the percentage of the Bumiputera population in Kuala Lumpur had reached around 47.7%, with the Chinese population at 41.6% and Indians 10.0%. A notable phenomenon in recent times has been the increased portion of foreign residents in Kuala Lumpur, which rose from 1% of the city's population in 1980 to about 8% in the 2000 census, 9.4% in 2010, and 10.5% in the 2020 census. These figures also do not include a significant number of illegal immigrants. Kuala Lumpur's rapid development has triggered a huge influx of low-skilled foreign workers from Indonesia, Nepal, Myanmar, Thailand, Bangladesh, India, Pakistan, Sri Lanka, Philippines, Vietnam, Laos and Cambodia into Malaysia, many of whom enter the country illegally or without proper permits. Birth rates in Kuala Lumpur have declined and resulted in a lower proportion of young people – the proportion of those below 15 years old fell from 33% in 1980 to slightly less than 27% in 2000. On the other hand, the working age group of 15–59 increased from 63% in 1980 to 67% in 2000. The elderly age group, 60 years old and above has increased from 4% in 1980 and 1991 to 6% in 2000. Kuala Lumpur is pluralistic and religiously diverse. The city has many places of worship catering to the multi-religious population. Islam is practised primarily by the Malays, the Indian Muslim communities, and a small number of Chinese Muslims. Buddhism, Confucianism and Taoism are practised mainly among the Chinese. Indians traditionally adhere to Hinduism. Some Chinese and Indians also subscribe to Christianity. Kuala Lumpur is one of the three states where less than 50% of the population are self-identified Muslims, the other two being Penang and Sarawak. As of the 2020 Census, the population of Kuala Lumpur was 45.3% Muslim, 32.3% Buddhist, 8.2% Hindu, 6.4% Christian, 1.8% of other religions, and 6.0% non-religious. Statistics from the 2010 Census indicate that 87.4% of the Chinese population identify as Buddhists, with significant minorities of adherents identifying as Christians (7.9%), Chinese folk religions (2.7%) and Muslims (0.6%). The majority of the Indian population identifies as Hindus (81.1%), with significant minorities of identifying as Christians (7.8%), Muslims (4.9%) and Buddhists (2.1%). The non-Malay bumiputera community are predominantly Christians (44.9%), with significant minorities identifying as Muslims (31.2%) and Buddhists (13.5%). All bumiputera Malays are Muslim due to the criterion in the definition of a Malay in the Malaysian constitution that they should adhere to Islam. Bahasa Malaysia is the principal language in Kuala Lumpur. Majority of local Malays speak Selangor dialect (read as Johor-Riau dialect) but Malays from other parts of the state such as Kedah, Kelantan and Terengganu, as well as Sarawak and also Brunei Malay that was spoken by those from Sabah/Labuan, are significantly using their respective dialect varieties of Malay. Kuala Lumpur residents are generally literate in English, with a large proportion adopting it as their first language, especially among younger and certain adult generations. Malaysian English is widely used. It has a strong presence, especially in business, and is taught as a compulsory language in schools. In addition, the Cantonese dialect group forms the majority among the local Chinese population, Hokkien and Mandarin are prominent, as they are also widely spoken among the Chinese communities. Another major Chinese dialect spoken is Hakka. While Tamil is dominant among the local Indian population, other Indian languages spoken by minorities include Telugu, Malayalam, Punjabi, and Hindi. Besides Malay, there are a variety of languages spoken by people of Indonesian descent, such as Minangkabau and Javanese. There are also various foreign speakers of Arabic, Japanese, Korean, Thai, Spanish etc, as well as diverse indigenous languages of Semai, Iban, Kadazandusun, Bidayuh and other languages. Cityscape The architecture of Kuala Lumpur is a mixture of old colonial influences, Asian traditions, Malay Islamic inspirations, modern, and postmodern architecture. A relatively young city compared with other Southeast Asian capitals such as Bangkok, Jakarta and Manila, most of Kuala Lumpur's notable colonial-era buildings were built toward the end of the 19th and early 20th centuries. These buildings were designed in a number of styles – Mughal/Moorish Revival, Mock Tudor, Neo-Gothic or Grecian-Spanish style or architecture. Most of the styling has been modified to use local resources and adapted to the local climate, which is hot and humid all year around. A significant architect of the early period is Arthur Benison Hubback who designed a number of the colonial-era buildings including the Kuala Lumpur Railway Station and Jamek Mosque. Before the World War II, many shophouses, usually two stories with functional shops on the ground floor and separate residential spaces upstairs, were built around the old city centre. These shop-houses drew inspiration from Straits Chinese and European traditions. Some of these shophouses have made way for new developments but there are still many standing today in the Medan Pasar Besar (Old Market Square), Chinatown, Jalan Tuanku Abdul Rahman, Jalan Doraisamy, Bukit Bintang and Tengkat Tong Shin areas. Independence coupled with rapid economic growth from the 1970s to the 1990s and with Islam being the official religion in the country, has resulted in the construction of buildings with a more local and Islamic flavour around the city. Many of these buildings derive their design from traditional Malay items such as the songkok and the keris. Some of these buildings have Islamic geometric motifs integrated into the designs of the building, due to Islamic restrictions on imitating nature through drawings. Examples of these buildings are Telekom Tower, Maybank Tower, Dayabumi Complex, and the Islamic Centre. Some buildings such as the Islamic Arts Museum Malaysia and National Planetarium have been built to masquerade as a place of worship, complete with dome and minaret, when in fact they are places of science and knowledge. The 452-metre (1,483 ft) Petronas Towers are the tallest twin buildings in the world and were the tallest buildings in the country until being surpassed by The Exchange 106 by 1.7 meters in 2019. They were designed to resemble motifs found in Islamic art. Late modern and postmodern architecture began to appear in the late-1990s and early-2000s. With economic development, old buildings such as Bok House have been razed to make way for new ones. Buildings with all-glass shells exist throughout the city, with the most prominent examples being the Petronas Towers and Kuala Lumpur Convention Centre. Kuala Lumpur's central business district today has shifted to the Kuala Lumpur city centre (KLCC) where many new and tall buildings with modern and postmodern architecture fill the skyline. According to the World Tallest 50 Urban Agglomeration 2010 Projection by the Council on Tall Buildings and Urban Habitat, Kuala Lumpur ranks 10th among cities that have most buildings above 100 metres with a combined height of 34,035 metres from its 244 high-rise buildings. The Perdana Botanical Garden or Lake Gardens, a 92-hectare (230-acre) botanical garden, was the first recreational park created in Kuala Lumpur. The Malaysian Parliament building is located close by, and Carcosa Seri Negara, which was once the official residence of the British colonial administration, is also sited here. The park includes a butterfly park, deer park, orchid garden, a hibiscus garden, and the Kuala Lumpur Bird Park, which is the world's largest aviary bird park. Other parks in the city include the ASEAN Sculpture Garden, KLCC Park, Titiwangsa Lake Gardens, Metropolitan Lake Gardens in Kepong, Taman Tasik Permaisuri (Queen's Lake Gardens), Bukit Kiara Botanical Gardens, the equestrian park and West Valley Park near Taman Tun Dr Ismail (TTDI), and Bukit Jalil International Park. There are three forest reserves within the city, the Bukit Nanas Forest Reserve in the city centre, the oldest gazetted forest reserve in the country 10.52 ha or 26.0 acres, Bukit Sungai Putih Forest Reserve (7.41 ha or 18.3 acres) and Bukit Sungai Besi Forest Reserve (42.11 ha or 104.1 acres). Bukit Nanas, in the heart of the city centre, is one of the oldest virgin forests in the world within a city. These residual forest areas are home to a number of fauna species, particularly monkeys, treeshrews, pygmy goats, budgerigars, squirrels and birds. Education According to government statistics, Kuala Lumpur had a literacy rate of 97.5% in 2000, the highest rate in any state or territory in Malaysia. In Malaysia, Malay is the language of instruction for most subjects while English is a compulsory subject, but as of 2012[update], English was still the language of instruction for mathematics and the natural sciences for certain schools. Some schools provide instruction in Mandarin and Tamil for certain subjects. Kuala Lumpur contains 14 tertiary education institutions, 79 high schools, 155 elementary schools, and 136 kindergartens. Kuala Lumpur is home to the University of Malaya (UM). Established in 1949, it is the oldest university in Malaysia, and one of the oldest in the region. It was ranked the best university in Malaysia, the 22nd-best in Asia, and third in Southeast Asia in QS World University Rankings 2019. In recent years, the number of international students at the University of Malaya has risen, as a result of increasing efforts made to attract them. Other universities located in Kuala Lumpur include University of Malaya-Wales (UM-Wales), International Islamic University Malaysia (IIUM), Tunku Abdul Rahman University College (TARUC), UCSI University (UCSI), Taylor's University (TULC), International Medical University (IMU), Open University Malaysia (OUM), Kuala Lumpur University (UniKL), Perdana University (PU), Wawasan Open University (WOU), HELP University and the branch campus of the National University of Malaysia (UKM) and University of Technology Malaysia (UTM). The National Defence University of Malaysia is located at Sungai Besi Army Base, in the southern part of central Kuala Lumpur. It was established to be a major centre for military and defence technology studies. This institution covers studies for the army, navy, and air force. Greater Kuala Lumpur covers an even more extensive selection of universities including several international branches such as Monash University Malaysia Campus, University of Nottingham Malaysia Campus and Xiamen University Malaysia. Culture Kuala Lumpur is a hub for cultural activities and events in Malaysia. Among the centres is the National Museum, which is situated along the Mahameru Highway. Its collection comprises artefacts and paintings collected throughout the country. The Islamic Arts Museum, which houses more than seven thousand Islamic artefacts including rare exhibits and a library of Islamic art books, is the largest Islamic art collection in Southeast Asia. The museum's collection not only concentrates on works from the Middle East but also includes work from elsewhere in Asia, such as China and Southeast Asia. Kuala Lumpur has a craft complex coupled with a museum that displays a variety of textile, ceramic, metal craft, and weaved products. Information on the production process is portrayed in diorama format complete with historical facts, techniques, and traditionally engineered equipment. Among the processes shown are pottery making, intricate wood carving, silver-smithing, weaving songket cloth, stamping batik patterns on cloth, and boat-making. The premier performing arts venue is the Petronas Philharmonic Hall located underneath the Petronas Towers. The resident orchestra is the Malaysian Philharmonic Orchestra (MPO), consisting of musicians from all over the world, and features regular concerts, chamber concerts, and traditional cultural performances. The Kuala Lumpur Performing Arts Centre (KLPac) in Sentul West and Damansara Performing Arts Centre (DPac) in Damansara Perdana are two of the most established centres in the country for the performing arts, notably theatre, plays, music, and film screening. It has housed many local productions and has been a supporter of local and regional independent performance artists. The Future Music Festival Asia has been held in the city since 2012, featuring local and international artists. The National Art Gallery of Malaysia is located on Jalan Temerloh, off Jalan Tun Razak on a 5.67-hectare (14.0-acre) site neighbouring the National Theatre (Istana Budaya) and National Library. The architecture of the gallery incorporates elements of traditional Malay architecture, as well as contemporary modern architecture. The National Art Gallery serves as a centre of excellence and is a trustee of the national art heritage. The Ilham Tower Gallery near Ampang Park houses exhibitions of works by local and foreign artists. Kuala Lumpur holds the Malaysia International Gourmet Festival annually. Another event hosted annually by the city is the Kuala Lumpur Fashion Week, which includes international brands and local designers. Also, Kuala Lumpur was designated as the World Book Capital for 2020 by UNESCO. Kuala Lumpur has numerous parks, gardens and open spaces for recreational purposes. Total open space for recreational and sports facilities land use in the city has increased significantly by 169.6 per cent from 5.86 square kilometres (1,450 acres) in 1984 to 15.8 square kilometres (3,900 acres) in 2000. Kuala Lumpur was touted as one of the host cities for the Formula One World Championship from 1999 to 2017. The open-wheel auto racing A1 Grand Prix was held until the series folded in 2009. The Motorcycle Grand Prix races are held at the Sepang International Circuit in Sepang in the neighbouring state of Selangor. The Formula One event contributed significantly to tourist arrivals and tourism income to Kuala Lumpur. This was evident during the Asian financial crisis in 1998. Despite cities around Asia suffering declining tourist arrivals, in Kuala Lumpur tourist arrivals increased from 6,210,900 in 1997 to 10,221,600 in 2000, or 64.6%. In 2015, the Kuala Lumpur Street Circuit was constructed to host the Kuala Lumpur City Grand Prix motor racing event. Football is one of the most popular sports in Kuala Lumpur. The Merdeka Tournament is mainly held at Stadium Merdeka. The Stadium Negara is also located right next to it which is also one of the oldest indoor stadiums in the country. The city is also the home of Kuala Lumpur City, which plays in the Malaysia Super League. Kuala Lumpur hosted the official Asian Basketball Championship in 1965, 1977 and 1985. The city's basketball supporters cheered Malaysia's national basketball team to a Final Four finish in 1985, the team's best performance to date. Further, the city is home to the Kuala Lumpur Dragons, 2016 Champions of the ASEAN Basketball League. The team plays its home games in the MABA Stadium. KL Grand Prix CSI 5*, a five-star international showjumping equestrian event, is held annually in the city. Other annual sport events hosted by the city include the KL Tower Run, the KL Tower International BASE Jump Merdeka Circuit and the Kuala Lumpur International Marathon. Kuala Lumpur is also one of the stages of the Tour de Langkawi cycling race. The annual Malaysia Open Super Series badminton tournament is held in Kuala Lumpur. Kuala Lumpur is also the birthplace of Hashing, which began in December 1938 when a group of British colonial officers and expatriates, some from the Selangor Club, began meeting on Monday evenings to run, in a fashion patterned after the traditional British Paper Chase or "Hare and Hounds". Kuala Lumpur hosted the 128th IOC Session in 2015 where the IOC elected Beijing as the host city of the 2022 Winter Olympics and Lausanne as the host city of the 2020 Winter Youth Olympics. Transportation As in most other Asian cities, driving is the main commuting choice in Kuala Lumpur. Every part of the city is well connected with highways. Kuala Lumpur has a comprehensive road network with more transportation development planned. Public transportation covers a variety of transport modes such as bus, rail and taxi. Despite efforts to promote public transport, utilisation rates are low, 16 per cent of the population in 2006. However, public transport utilisation will increase with the expansion of the rail network, operated by Prasarana Malaysia in Kuala Lumpur and the Klang Valley via its subsidiaries Rapid Rail and Rapid Bus, using the Rapid KL brand name. Since the take over from Intrakota Komposit Sdn Bhd, Prasarana Malaysia has redrawn the entire bus network of Kuala Lumpur and the Klang Valley metropolitan area to increase passenger numbers and improve Kuala Lumpur's public transport system. Prasarana Malaysia has adopted the hub and spoke system to provide greater connectivity, and reduce the need for more buses. KL Sentral was added on 16 April 2001 and served as the new transport hub of the Klang Valley Integrated Transit System. The KTM Komuter, a commuter rail service, was introduced in 1995 as the first rail transit system to provide local rail services in Kuala Lumpur and the surrounding Klang Valley suburban areas. Services were later expanded to other parts of Malaysia with the introduction of the Northern and Southern sectors. KTM Komuter's 175 km (109 mi) network in the Central Sector has 53 stations. It consists of two cross-city routes, namely the Port Klang Line (Tanjung Malim to Port Klang) and Seremban Line (Batu Caves to Pulau Sebang/Tampin). Transfers between the two main lines can be made at any of the four stations on the central core: KL Sentral, Kuala Lumpur, Bank Negara and Putra. Light Rapid Transit (LRT) Malaysia is the medium-capacity rail lines in the Klang Valley, Malaysia. The first LRT line was opened in 1996 and the system has since expanded to three lines, which opened in 1998 and 1999. Along with the MRT, the LRT is constructed and owned by the Prasarana, with operating concessions currently run by Rapid KL and Rapid Rail. In 2006, the government announced the Sri Petaling Line and Kelana Jaya line extension projects. Unlike the original line, which used the fixed-block signalling block system, the extension uses the communications-based train control (CBTC) signalling system. Mass Rapid Transit (MRT) Malaysia is a heavy rail rapid transit system that constitutes the bulk of the railway network in Kuala Lumpur and the rest of the Klang Valley. The first section of the MRT opened on 16 December 2016, and the network has since grown rapidly following Malaysia's aim of developing a comprehensive rail network as the backbone of the country's public transportation system. The network consists of three lines – the 13 MRT Circle Line, looping around Kuala Lumpur, the 9 MRT Kajang Line and the 12 MRT Putrajaya Line, covering a 20 km radius in the southeast–northwest direction from the city centre, will integrate the current rapid transit system and serve high-density areas which are currently not serviced by any rapid transit system. About 90 new stations are planned in this "wheel and spoke" concept, out of which 26 in the city centre will be underground. Ridership capacity will be two million passengers per day. The KL Monorail opened on 31 August 2003 with 11 stations running 8.6 km (5 mi) on two parallel elevated tracks. The line is numbered 8 and coloured light green on official transit maps. It connects the KL Sentral transport hub in the south and Titiwangsa in the north with the "Golden Triangle", a commercial, shopping, and entertainment area comprising Bukit Bintang, Imbi, Sultan Ismail, and Raja Chulan. Kuala Lumpur is served by two airports. The main airport, Kuala Lumpur International Airport (KLIA) at Sepang, Selangor, which is also the aviation hub of Malaysia, is located about 50 kilometres (31 mi) south of city. The other airport is Sultan Abdul Aziz Shah Airport, also known as Subang Skypark, and served as the main international gateway to Kuala Lumpur from 1965 until KLIA opened in 1998. KLIA connects the city with direct flights to destinations on four continents around the world, and is the main hub for the national carrier, Malaysia Airlines and low-cost carrier, AirAsia. KLIA can be reached using the KLIA Ekspres, an airport rail link service from KL Sentral, which takes twenty-eight minutes and costs RM 55 (roughly US$13.50), while travelling by car or bus via highway will take about an hour but cost a lot less. Direct buses from KLIA to the city centre are plentiful (every 10 to 15 minutes during peak hours), air-conditioned and comfortable with fares ranging from RM 11 (roughly US$2.70) to RM 15 (roughly US$3.70). Air Asia and other low-cost carrier flights do not fly out of KLIA main terminal, but from KLIA2, which is two kilometres from KLIA. KLIA2 is served by an extension of the KLIA Ekspres and by a free shuttle bus service from KLIA. As of 2018[update], Sultan Abdul Aziz Shah Airport is only used for chartered and turboprop flights by airlines such as Firefly and Malindo Air. Bas Mini KL or Kuala Lumpur Mini-Bus Service was one of the oldest and most popular Malaysia public bus service, having served Kuala Lumpur and the Klang Valley region. The buses were primarily painted pink with a white stripe on the sides, and had a capacity of only 20–30 passengers, due to their smaller size. The buses operated on a commission basis, with service operators paid according to the fares they collected. The mini-bus service was from 23 September 1975 and discontinued on 1 July 1998, to be replaced by the Intrakota bus service and later, Rapid Bus in 2005. Rapid Bus began the first phase of the revamp of its bus network in January 2006, introducing 15 City Shuttle bus routes which serve major areas in the Central Business District (CBD) of Kuala Lumpur. In 2008, Rapid Bus operated 167 routes with 1,400 buses covering 980 residential areas with a ridership of about 400,000 per day. The buses run between four hubs at the edge of the central business district, namely KL Sentral, Titiwangsa, Kuala Lumpur City Centre, Maluri, and Medan Pasar in the city centre. These bus hubs also serve as rail interchanges, with the exception of Medan Pasar, although it is at a walking distance from Masjid Jamek LRT station. On 18 June 2020, Rapid Bus released a new feature: real-time location of bus in Google Maps, via collaboration with Google Transit. Effective 10 April 2019, all RapidKL buses are implementing a fully cashless journey for all routes by stages, in which the bus accepts Touch n Go cards only for user convenience. These systems were fully implemented by 27 May 2019. Almost 170 RapidKL bus routes are covered with the real-time feature, which was expanded to the MRT feeder bus service. Rapid Bus is however not the only bus operator in Kuala Lumpur and the Klang Valley. Other bus operators are Selangor Omnibus, Setara Jaya Bus, and Causeway Link. In Kuala Lumpur, most taxis have distinctive white and red liveries. Many companies operate and maintain pools of different model of cars in their brands. Before local car production began, the Mercedes-Benz 200, Mazda 323/Ford Laser, Toyota Mark II X80 series and the Opel Kadett were used. Most were scrapped and replaced by Protons, but there are still a large number of these models running the roads. Kuala Lumpur is one of the major ASEAN cities with taxis extensively running on natural gas. Taxis can be hailed from taxi stands or from the streets. Taxis may be flagged down at any time of the day along any public road outside of the Central Business District (CBD). However, increased usage of ridesharing services like Grab, MyCar and JomRides has resulted in a decrease in taxi use. Nevertheless, the London-based website, LondonCabs.co.uk has claimed that taxis in the city charge passengers high rates, refusing to turn on their meters and offering instead over-priced flat-rate fares, although other passengers contradict such claims. The heads of some taxi associations came out and distanced themselves from taxi drivers who had given the taxi industry a bad name, promising the public that not all taxi drivers were like that. Twin towns – sister cities Kuala Lumpur is twinned with: See also Notes References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Visual_kei] | [TOKENS: 4861]
Contents Visual kei Visual kei (Japanese: ヴィジュアル系 or ビジュアル系, Hepburn: Vijuaru kei or Bijuaru kei; lit. "Visual Style"), abbreviated v-kei (V系, bui kei), is a subculture and category of Japanese musicians that have a strong focus on extravagant stage costumes that originated in Japan during the early 1980s. Koji Dejima of Bounce wrote that visual kei is not a specific sound, but rather it "revolves around the creation of a band's unique worldview and/or stylistic beauty through visual expressions in the form of makeup and fashion". While visual kei acts can be of any music genre, it originated with bands influenced by glam rock, heavy metal, punk rock and gothic rock. Visual kei was pioneered by groups such as X Japan, Dead End, Buck-Tick, D'erlanger, and Color, and gained further notoriety in the 1990s through the success of groups like Luna Sea, Glay, L'Arc-en-Ciel, and Malice Mizer. The movement's success continued through the 2000s with Gackt and more musically broad bands such as Dir En Grey, the Gazette, Alice Nine, and Versailles, a period which some critics term "neo-visual kei" (ネオ・ヴィジュアル系). Many acts tone-down their appearance upon achieving mainstream success, calling into question whether they are still to be considered visual kei. Etymology The term "visual kei" was derived from one of X Japan's slogans, "Psychedelic Violence Crime of Visual Shock", seen on the cover of their second studio album Blue Blood (1989). This derivation is credited as being coined by Seiichi Hoshiko, the founding editor of Shoxx magazine, which was founded in 1990 as the first publication devoted to the subject. However, he explained in a 2018 interview with JRock News that visual kei was technically coined, or at least inspired by, X Japan's lead guitarist Hide. Hoshiko also said that at the time they were called 'Okeshou Kei' (お化粧系, Okeshō Kei; "Makeup Style"), "but it simply felt... too cheap... Even though X Japan was a big band and people used the term 'Okeshou kei' to describe them, the term was still lacking substance, I didn't like the term at all! Because of this, I tried to remind all the writers to not use this term as 'They are not okeshou kei, they are visual-shock kei'. From there, it went from 'Visual-shock kei' to 'Visual-kei' to 'V-kei'. After we spread the word, fans naturally abbreviated it to 'V-kei'. The Japanese love to abbreviate everything as a matter of fact." Hoshiko considers visual kei a distinctive Japanese music genre and defined it "as the music itself along with all the visual aspects of it." History Visual kei emerged in the 1980s Japanese underground music scene, pioneered by bands such as X Japan, Dead End, Buck-Tick, D'erlanger, and Color. Music journalist Taiyo Sawada noted the musical diversity of the scene's early acts; some had strong metal influence, some were influenced by 1980s goth and new wave, while others evolved from hardcore punk. Japanese pop culture website Real Sound wrote that similarities between the appearances and behavior of the founders of visual kei and members of the yankī delinquent subculture are often noted. The movement designated a new form of Japanese rock music influenced by Western hard rock and glam metal acts like Kiss, Hanoi Rocks, Mötley Crüe and Twisted Sister. In The George Mason Review, Megan Pfeifle described the movement as being roughly divided into two generations, with the first in three transitional eras, of which the first era lasted just over a decade. In the late 1980s and until the mid-1990s, visual kei received increasing popularity throughout Japan, when album sales from such bands started to reach record numbers. The first band with recordings that achieved notable success was Dead End, whose independent album Dead Line (1986) sold over 20,000 copies, and whose major label debut album Ghost of Romance (1987) released by Victor Entertainment reached No. 14 on the Oricon Albums Chart. That same year, Buck-Tick released their major debut Sexual XXXXX! through the same record label. Dead End even had albums Ghost of Romance and Shámbara (1988) released by American label Metal Blade Records, with radio station and MTV exposure in the United States. In 1990, D'erlanger's major debut album Basilisk reached No. 5 on the Oricon chart, but they and Dead End both disbanded that same year. In 1988 and 1989, Buck-Tick and X Japan started to gain mainstream success that continues to present-day. Buck Tick's single "Just One More Kiss" entered No. 6 and "Aku no Hana" is first visual kei No. 1 single on the Oricon Singles Chart, while their studio albums Seventh Heaven (1988) and Taboo (1989) charted at No. 3 and 1 respectively and were the first Japanese rock band to hold a concert at the Tokyo Dome. They continued to have success, with nearly all of their subsequent albums topping the charts until 1995 and later reaching the top ten on the charts. X Japan's first album, the independently released Vanishing Vision, reached No. 19 in 1988, making them the first indie band to appear on the main Oricon Albums Chart. Their second and major debut album Blue Blood (1989) reached number 6 and has since sold 712,000 copies. Their third and best-selling album Jealousy was released in 1991, topped the charts and sold over 1 million copies. They went on to release two more number one studio albums, Art of Life (1993) and Dahlia (1996). In 1992, X Japan tried to launch an attempt to enter the American market, even signing with Atlantic Records for a US album, but this ultimately did not happen. Two record labels formed in 1986, Extasy Records (Tokyo) and Free-Will (Osaka), were instrumental in promoting the visual kei scene. Extasy was created by X Japan drummer and leader Yoshiki and signed bands, not limited to visual kei acts, that would go on to make marks on the Japanese music scene, including Zi:Kill, Tokyo Yankees and Ladies Room. Luna Sea and Glay, who both went on to sell millions of records, with Glay being one of Japan's best-selling musical acts, had their first albums released by Extasy in 1991 and 1994 respectively. Free-Will was founded by Color vocalist and leader Dynamite Tommy, and while at the time not as popular as Extasy, it had many moderately successful acts, such as By-Sexual and Kamaitachi. Pfeifle described the second transition era as beginning in 1993 with bands such as L'Arc-en-Ciel, Glay (although formed in 1988, their first album was released in 1994) and Malice Mizer. They gained mainstream awareness, although they were not as commercially successful, except for L'Arc-en-Ciel and Glay whose later huge success was accompanied by a drastic change in their appearance and are often not associated with visual kei. Around 1995, visual kei bands experienced a booming success in the general population, which lasted for four years. According to Pfeifle, the third transition era began by bands such as La'cryma Christi, Penicillin and Rouage achieving moderate success. At the time, "the big four of visual kei" were Malice Mizer, La'cryma Christi, Shazna and Fanatic Crisis. Around the early 1990s, a visual kei scene that placed more emphasis on music rather than fashion arouse in the city of Nagoya, and as such was later dubbed Nagoya kei. Silver-Rose (formed in 1989) and Kuroyume (formed in 1991) were described as the "Nagoya big two" in the underground scene, and with Laputa (formed in 1993), are credited with "creating the early Nagoya kei style." Kuroyume's albums Feminism (1995) and Fake Star (1996) both topped the Oricon chart. During the 1990s, several other conceptual subgenres like Eroguro kei (notably represented by Cali Gari), Angura kei (underground style, wearing traditional kimono or Japanese uniforms) and Ouji kei or Kodona kei (prince style or boy style, notably Plastic Tree) emerged. In 1998, Pierrot released their major debut single, and Dir En Grey's first three major singles were released with the help of Yoshiki the following year. They were called "the big two" in the scene at that time. By the late 1990s, the mainstream popularity of visual kei was declining; Luna Sea went on a year-long hiatus in 1997 before disbanding in 2000, X Japan disbanded at the end of 1997 and one year later their lead guitarist hide died. In 1999, Malice Mizer's drummer Kami died after the departure of singer Gackt, who with a toned down appearance became one of the most popular and successful visual kei acts, and L'Arc-en-Ciel publicly distanced themselves from the movement (although, in 2012 they were partly promoted internationally as a visual kei band). In 1998, Billboard's Steve McClure commented that "To a certain extent, hide's death means the end of an era, X were the first generation of visual kei bands, but the novelty has worn off. For the next generation of bands, it's like: That's it. The torch has been passed to us". As other bands could not meet financial expectations, most major companies backed out of the movement, and it became an underground style often associated with the rebellious generation, non-conforming to proper society. A second generation emerged in small visual kei-specific live houses managed by record companies like PS Company (Free-Will) and Maverick DC Group. The difference between the first and second generation is that the second; has no straightforward music style, ranging from metal to pop, but still seemingly focused on heavy rock genres; the fashion and gender ambiguities are of central importance. Although economically not very significant in the Japanese music market, it became the first Japanese music to succeed on an international scale. Notable newer visual kei bands include Dir En Grey, the Gazette, Alice Nine, D'espairsRay and Girugamesh, as well as solo performer Miyavi, who have all performed overseas. Veterans of the scene also established new acts, such as Malice Mizer's Mana with his band Moi dix Mois and three members of Pierrot forming Angelo. In 2007, visual kei was revitalized as Yoshiki, Gackt, Sugizo and Miyavi formed the supergroup Skin, Luna Sea performed a one-off performance and X Japan officially reunited with a new single and a world tour. With these developments, visual kei bands enjoyed a boost in public awareness, with acts formed around 2004 having been described by some media as "neo-visual kei". From this generation the subgenre "oshare kei" (オサレ系) emerged, where the musicians produce upbeat pop rock and wear bright colorful attire. Pioneers of this style include Baroque, Kra, Charlotte and An Cafe. Although the first international concert by a visual kei act was held in Taiwan by Luna Sea in 1999, it was not until 2002 that many visual kei bands started to perform worldwide (United States, in Europe from 2004), with the initial interest coming from Japanese-themed conventions like A-Kon where bands like Psycho le Cemu performed. In the first five years, Dir En Grey was especially well-received, having performed on the Family Values Tour 2006. In 2007, the Jrock Revolution event was held in Los Angeles and featured visual kei bands. Although some bands like the Gazette have played at the Tokyo Dome (not at full capacity), the majority of acts play in much smaller venues like Shibuya O-East. In 2009 the V-Rock Festival at Makuhari Messe was reported as the "world's largest Visual Kei music festival" gathering over 50 "visual artists", although this included some Western acts like Marilyn Manson. A second V-Rock Festival was held in 2011 at Saitama Super Arena. Dead End officially reunited in 2009 and La'cryma Christi (which disbanded in 2007) reunited for an anniversary tour in 2010. Kiyoharu announced the reformations of both Kuroyume and Sads, and Luna Sea reunited and began a world tour. As an epilogue to their 25th anniversary, Luna Sea hosted a rock festival titled Lunatic Fest on 27 and 28 June 2015, with an estimated 60,000 fans attending. Held at Makuhari Messe, there were three stages and 12 artists, most visual kei acts including X Japan, Dead End, Dir En Grey, Siam Shade and Tokyo Yankees the first night, and Aion, Buck-Tick, D'erlanger, Glay and Mucc the second night. A large three-day visual kei rock festival titled Visual Japan Summit was held at Makuhari Messe between October 14–16, 2016. Luna Sea hosted another two-day Lunatic Fest at Makuhari Messe on June 23 and 24, 2018. According to sales figures from online music store CDJapan, some of the internationally popular visual kei acts on the late 2010s include the Gazette, Kamijo, Nocturnal Bloodlust, Versailles, Jupiter, Mejibray, lynch., Dimlim, Matenrou Opera, Miyavi, D, Diaura, Dadaroma, Initial'L, A9, Buck-Tick, Yoshiki, Hyde, Luna Sea, Mucc, Hizaki and Gackt. In 2021, visual kei journalist Chiaki Fujitani noted how newer acts were combining visual kei with other elements to create originality. She cited Nocturnal Bloodlust's muscular vocalist Hiro for defying the usual delicate appearance of visual kei musicians, 0.1g no Gosan for utilizing tropes of underground idols, such as playing tug of war with fans during concerts, Choke for their avant-garde form of rap metal, and former D'espairsRay drummer Tsukasa Mogamigawa for being the first visual kei enka singer. Mai Yajima's singing style has been referred to as "enka rock". Moi dix Mois, Versailles, D and Matenrou Opera teamed up for the four-date Japanese Visual Metal tour in late 2023 and released a collaborative single. Characteristics Sources have variously referred to visual kei as a movement, scene, subculture, and music genre. It is not associated with any one musical style, as visual kei artists play a variety of genres including punk rock, heavy metal, pop, electronica, classical, and industrial. Instead, it is defined by an act's emphasis on aesthetics, particularly their fashion and use of makeup, with a number of visual kei artists and critics describing it as a freedom of expression and experimental fashion. Koji Dejima of Bounce wrote that visual kei "revolves around the creation of a band's unique worldview and/or stylistic beauty through visual expressions in the form of makeup and fashion". Sources have also noted that visual kei is a "uniquely Japanese" phenomenon. Visual kei musicians often have elaborate, dyed hair, extravagant costumes, frequently with leather, PVC or lace, or based on traditional Japanese clothing pieces, and excessive jewelry. Many musicians make use of androgynous and gender bending aesthetics, with some of its male musicians cross-dressing in a manner similar to traditional Japanese onnagata performers. This rose to prominence through the success of Malice Mizer, whose guitarist Mana performed dressed as a woman and singer Gackt was a "living specimen of bishōnen". Such aesthetics are reminiscent of those seen in shōjo manga. Different artists have taken aesthetic influence from various fashion styles including glam, metalhead, punk, goth and cyberpunk. Dejima generalized visual kei as being based on the androgynous sensibilities of the New Romantic movement and Los Angeles metal scene, or the goth subculture, and topped off with elements from "strange" and "taboo" interests such as Lolita, psychopathy, and the occult. Many subsects of visual kei exist to describe separate styles. Eroguro kei is one such subsect which is influenced by BDSM and horror imagery, while angura kei makes use of traditional Japanese clothing styles like kimonos. Many acts tone-down their appearance upon achieving mainstream success, calling into question whether they are still to be considered visual kei. In addition to the visual aspects, visual kei artists often have a wider "decorative fantasy" concept or context and their on-stage performances are "overwhelming, multisensory experiences whose constructed nature is made apparent to audiences" (e.g. observed in Gackt's career claim about being a vampire). Criticism There has been criticism directed at newer visual kei bands for having lost the spirit of their forefathers by copying each other in design and sound, and becoming all the same. As far back as 1998, Neil Strauss reported that to visual kei bands "after X" makeup and outrageous looks became "more important than music." Several musicians have expressed their discontent; in 2008, Kirito (Pierrot, Angelo) said "now it's more like people are dressing up a certain way because they want to be visual kei or look visual kei. They are doing it to look like others instead of doing it to look different. This is obviously very different from when we started out more than ten years ago," while Sugizo (Luna Sea) stated in 2010 that "they cannot make good sounds and music is more like a hobby for them. I cannot feel their soul in the music." Although almost from the newer generation himself, Dir En Grey bassist Toshiya said in 2010 "to be honest, when we first started and we were wearing a lot of makeup on stage and stuff, there were a lot of bands doing that at the time in Japan and people thought it was cool. But not anymore, ha ha." and added "the music was so unique, too – bands like X Japan. At that time, there weren't any two bands that sounded alike; these days everyone sounds exactly the same." Kenzi (Kamaitachi, The Dead Pop Stars, Anti Feminism) commented in 2009 that "back in the day, there were bands, but people would try to do things differently. Nowadays, there's one band and everyone copies off of them," with Free-Will founder and Color frontman Tommy concluding with "I don't think our breed of visual kei exists anymore." In 2013, Kiyoharu (Kuroyume, Sads) said that although he, Ryuichi (Luna Sea) and Hyde (L'Arc-en-Ciel) were influenced by Morrie (Dead End), they "sublimated each other" inventing something new, but the younger generation is more imitative. He proposed that from Morrie's perspective this probably appears to be a "copy of his copy's copy". In the same interview, Morrie added that the problem with new visual kei bands is that "they're established as a genre... well, there's probably a part of it that's business-wise, but it wouldn't be fun if it got stiff. I would like to see people who are trying to break through that area. It doesn't matter how good you are, whether you're doing it on the visual kei route or not, it's something fundamental." Time Out Tokyo's Bunny Bissoux concluded in 2015 that the movement "today is basically a parallel of the J-pop idol system" and "that originally prided itself on being different, it now attracts those who want to 'look' visual kei. Genuine originality (in the music, at least) seems to be dying out." In 2018, Seiichi Hoshiko said that he was worried about this trend's effect on the movement's future. Popularity Magazines published regularly in Japan with visual kei coverage are Arena 37 °C, Cure, Fool's Mate Express, Shoxx, Shock Wave, Rock and Read among others. The popularity and awareness of visual kei groups outside Japan has seen an increase in recent years, mostly through internet and Japanese anime, shown for example by German magazines Peach (discontinued in 2011) and Koneko, as well European record label Gan-Shin. The biggest fan communities are found in United States, Germany, Poland, Russia, France and Brazil and to some extent Finland, Chile and Sweden. From this influence on international youth subcultures, bands like Cinema Bizarre emerged, but they hesitate to consider themselves visual kei because they are not ethnically Japanese. Examples of non-Japanese acts that either claimed to be visual kei-inspired or billed themselves as visual kei are Swedish singer Yohio and American music project Canary Complex. Despite the existence of visually similar music acts in the West such as Marilyn Manson, Tokio Hotel and Lady Gaga, Pfeifle writes that the androgynous look of visual kei bands often has a repulsive effect on Westerners. According to the musicologists, the Lacanist psychoanalysis of the subculture indicates that the fascination with the singer's voice (the lack of understanding amplifies the effect), as well ineffable and unfulfillable desire, are what attracts most of the (predominantly female) fans to the groups on an international scale. The female fans (bangyaru (バンギャル)) show a behavioral pattern while attending the concerts, and there are several furi (movements) like tesensu (arm fan), gyakudai (reversed dive), hedoban (headbang), saku (spread hands in the air). The explicit fan fiction and homoerotic acts on the stage by some musicians, called fan service (a sexual term borrowed from manga culture), are related to the Lacanian man's type of desire (to be recognized by the other, desire of the other), i.e. the female fans do not desire the musician himself, but his desire; a kind of cultural social training ground for the inescapable process of learning how to desire. Gallery See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Portal:Film] | [TOKENS: 837]
Portal:Film Portal topics - (Random portal) The Film Portal A film, movie, or motion picture is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, emotions, or atmosphere through the use of moving images that are generally, since the 1930s, synchronized with sound and sometimes using other sensory stimuli. Films are produced by recording actual people and objects with cameras or by creating them using animation techniques and special effects. They comprise a series of individual frames, but when these images are shown rapidly in succession, the illusion of motion is given to the viewer. Flickering between frames is not seen due to an effect known as persistence of vision, whereby the eye retains a visual image for a fraction of a second after the source has been removed. Also of relevance is what causes the perception of motion: a psychological effect identified as beta movement. (Full article...) Featured articles - load new batch Made in Dagenham is a 2010 British comedy-drama film directed by Nigel Cole, written by William Ivory, and starring Sally Hawkins, Bob Hoskins, Miranda Richardson, Geraldine James, Rosamund Pike, Andrea Riseborough, Jaime Winstone, Daniel Mays and Richard Schiff. It dramatises the Ford sewing machinists strike of 1968 that aimed for equal pay for women. Its theme song, with lyrics by Billy Bragg, is performed by Sandie Shaw, a native of the area and former Ford Dagenham clerk. A stage musical version of the film opened at London's Adelphi Theatre in 2014. (Portal:Film/Featured content) General images - load new batch Selected image The shadow of the vampire climbing stairs in a famous scene from the 1922 film Nosferatu by F. W. Murnau. The movie is an example of German Expressionism. Its original German title is Nosferatu, eine Symphonie des Grauens ("Nosferatu, a Symphony of Horror"). The film, shot in 1921 and released in 1922, was in essence an unauthorised adaptation of Bram Stoker's Dracula, with names and other details changed because the studio could not obtain the rights to the novel. More... Did you know... Selected biography - show another Hugh Michael Jackman (born 12 October 1968) is an Australian actor, singer, and producer. Beginning in theatre and television, Jackman landed his breakthrough role as Wolverine, playing it across the X-Men film franchise and in the Marvel Cinematic Universe from X-Men (2000) to Deadpool & Wolverine (2024). Prominent on both screen and stage, he has received various accolades, including a Primetime Emmy Award, a Grammy Award and two Tony Awards, along with nominations for an Academy Award and a British Academy Film Award. Jackman was appointed a Companion of the Order of Australia in 2019. Jackman has headlined films in various genres, including the romantic comedy Kate & Leopold (2001), the action-horror Van Helsing (2004), the drama The Prestige (2006), the period romance Australia (2008), the science fiction Real Steel (2011), the musical Les Misérables (2012), the thriller Prisoners (2013), the musical The Greatest Showman (2017), the political drama The Front Runner (2018), and the crime drama Bad Education (2019). For his role as Jean Valjean in Les Misérables, he was nominated for the Academy Award for Best Actor and won a Golden Globe Award for Best Actor, and for The Greatest Showman soundtrack, Jackman received a Grammy Award for Best Compilation Soundtrack. He also provided voice roles in the animated films Flushed Away, Happy Feet (both 2006), Rise of the Guardians (2012) and Missing Link (2019). (Full article...) Featured lists - load new batch News WikiProjects Selected quote Main topics Featured content Subcategories Subportals Related portals Things you can do Associated Wikimedia The following Wikimedia Foundation sister projects provide more on this subject:
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[SOURCE: https://en.wikipedia.org/wiki/IGN#cite_ref-TheEscapist-Perry_60-0] | [TOKENS: 3612]
Contents IGN IGN[b] is a compromised American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. IGN features articles on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs available on the Xbox and PlayStation, Nintendo Switch, PC, Mobile, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, and AskMen. IGN was sold to publishing company Ziff Davis in February 2013. History IGN was created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, and GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand. The homepage exposed content from more than 30 different channels. Websites Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter. That same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com. At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball held an IPO in 2000, but shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider (later IGN Prime), which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN has been ranked among the top 500 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multimedia business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1Up.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" (Game Popularity Metric) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game. However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D (Voodoo Extreme 3D) were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005. The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. IGN Entertainment acquired Gamer Network and its properties in May 2024 for an undisclosed sum. These included Eurogamer, Rock Paper Shotgun, VG247 and others. As a result, some layoffs were made due to redundancies. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal". Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews would use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change was not retroactive: all scores on reviews written before the change would remain the same. This change also did not affect the scoring system for reader reviews. On September 13, 2012, IGN revealed that as part of its new review format all future reviews would follow a 100-point scale again, but without using decimals, meaning a score of 8.5 would become an 85. Unlike the previous conversion to the 20-point scale, this latest scoring system change was retroactive and all previous IGN review scores were to be updated to follow the new system. However, despite the announcement, the article included a short addition, post-release; it stated that after much discussion, they had decided to retain the decimal point in all upcoming scores. In early 2014, IGN introduced a new policy, in which a game's review score can be re-reviewed and improved, provided that continuous updates form a significant change compared to the game at launch. Examples of games that have been re-reviewed were League of Legends, Heroes of the Storm, Warframe, and the pocket edition of Minecraft. In January 2020, IGN revealed that reviews would be reverted to a 10-point scale, from 1 to 10, finding that the finer distinction of the 100-point scale was difficult to maintain, whereas a 10-point scale would still be true to its reviews and would be easier to promote. IGN 'Best of' awards IGN's 'Best of' is an end-of-year event to annually honor the year's best games, films, television shows and comics. Winners of each award category are selected by IGN staff from a list of nominees, while readers are able to cast their own votes online to determine the 'People's Choice' award for each category. Other sections In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO). Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001, and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfil much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002 when many of the staff departed. Interviews with professional wrestling personalities and coverage of wrestling games have been folded into IGN Sports, headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.[citation needed] In 2002, IGN launched a dedicated video game FAQs site specifically designed to host user-submitted guides. This was launched following the cancellation of affiliation with GameFAQs.[citation needed] In 2004, IGN launched GameStats, which was intended to be a more unbiased rating network, as it takes in scores from every corporate-owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.[citation needed] In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Like the film section, IGN's TV section has a variety of exclusive clips from upcoming television shows.[citation needed] On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.[citation needed] In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary. To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user-created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.[citation needed] Along with its popular website content, IGN also publishes many different podcasts on both its website and on iTunes. Some of its podcasts include console-oriented shows like the PlayStation-focused "Podcast Beyond" and the Xbox-oriented "Podcast Unlocked", the Nintendo-oriented "Nintendo Voice Chat", and Game Scoop!, a podcast where a variety of editors discuss news and topics surrounding the video game industry. Regional websites IGN has 28 editions in 25 languages, as of 2021. The US & Canada, UK & Ireland, and Australia & New Zealand editions are operated by Ziff Davis subsidiaries, with all others being franchised publishers. Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. Licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.[citation needed] When visiting www.ign.com from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar above or below (depending on the regional website) the page's master template.[citation needed] IGN Con IGN Convention (IGN Con) is a video games, movies, comics and pop culture convention held in various cities in the Middle East. The event generally includes celebrities, video game tournaments, table top games, card games, movie previews, comic book stalls and a cosplay competition. A number of Middle Eastern artists and game developers also showcase their work at IGN Convention. This convention is owned and operated by IGN Middle East, the Middle Eastern edition of popular video games website IGN. IGN Convention is the spiritual successor to GameFest, a biannual, smaller scale gaming gallery which was originally hosted by IGN Middle East's parent company T-break Media between 2010 and 2012, before the hosting duties were subsequently taken over by AMD EMEA. The IGN Convention logo was designed by prominent Gulf based artist Ashraf Ghori. Conferences have included: IGN Pro League In 2011, IGN launched IGN Pro League, a professional esports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends. On March 6, 2013, only weeks prior to the event, IGN abruptly canceled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to compete with the increasing number of esports events that were being held. On April 8, 2013, Blizzard Entertainment announced that it had acquired the staff and assets of the IPL from IGN; its former staff were reassigned to work on in-house esports productions. Controversies In 2007, Video Game Media Watch accused former IGN editor Doug Perry of "journalistic misconduct" for an exclusive review of Prey. In November 2017, some IGN employees refused to work to show solidarity with Kallie Plagge, a former editor who alleged that in 2016, another editor, Vince Ingenito, sexually harassed her and another female employee and made inappropriate comments. Human resources allegedly told her that she "needed to have better judgment about who [she] was 'friends' with" and that she was an "equal participant" in "inappropriate flirtation". This incident was widely circulated across social media. In August 2018, the owner of YouTube channel Boomstick Gaming accused the IGN reviewer Filip Miucin of plagiarizing his video review of the game Dead Cells. On August 7, IGN stated that it had found "substantial similarities" between the reviews, apologized, and announced that it had dismissed Miucin. On August 10, IGN published a new review by Brandin Tyrrel, which included an editor's note apologizing again and stating that "this review (and its score) represents solely the opinion of the new reviewer". In a subsequently unlisted video, Miucin responded that while he took "complete ownership over what happened", the similarity was not intentional. Kotaku found similarities between Miucin's other reviews, reviews on Nintendo Life and Engadget and material posted on the games discussion forum NeoGAF. On August 14, IGN announced that it would remove all of Miucin's work pending further review. On April 19, 2019, Miucin admitted plagiarism and issued an apology on his YouTube channel. During the 2021 Israel–Palestine crisis, the main IGN site posted an article on May 14 urging readers to donate to charities helping Palestinian civilians such as the Palestine Children's Relief Fund and linked to relevant news reporting. A Palestinian flag was also added besides the IGN logo. Shortly after the article went up IGN Israel made statements on social media condemning the article. The Palestinian flag was soon replaced with a Red Cross. On May 16, the article was deleted and a statement was made on the IGN Twitter account saying that it was wrong to only highlight one side of the conflict. A reposted version on South Africa-based IGN Africa was also removed. On May 17, over 60 members of IGN's staff signed an open letter condemning the article's removal for going against the site's editorial freedom and policies for retracting or correcting articles, as well as the lack of communication with IGN staff. IGN reinstated the article on August 24 under a new headline alongside a statement of newly formalized editorial policies. Television and films Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Guinness_World_Records#cite_note-101] | [TOKENS: 3908]
Contents Guinness World Records Page version status This is an accepted version of this page Guinness World Records, known from its inception in 1955 until 1999 as The Guinness Book of Records and in previous United States editions as The Guinness Book of World Records, is a British reference book published annually, listing world records both of human achievements and the extremes of the natural world. Sir Hugh Beaver created the concept in order to settle arguments debated in pubs, and twin brothers Norris and Ross McWhirter co-founded the book in London in late August 1955. The first edition topped the bestseller list in the United Kingdom by Christmas 1955. The following year the book was launched internationally, and as of the 2026 edition, it is now in its 71st year of publication, published in 100 countries and 40 languages, and maintains over 53,000 records in its database. The international franchise has extended beyond print to include television series and museums. The popularity of the franchise has resulted in Guinness World Records becoming the primary international source for cataloguing and verification of a huge number of world records. The organization employs record adjudicators to verify the authenticity of the setting and breaking of records. Following a series of owners, the franchise has been owned by the Jim Pattison Group since 2008, with its headquarters moved to South Quay Plaza, Canary Wharf, London, in 2017. Since 2008, Guinness World Records has orientated its business model away from selling books, and towards creating new world records as publicity exercises for individuals and organizations, which has attracted criticism. History On 10 November 1951, Sir Hugh Beaver, then the managing director of the Guinness Breweries, went on a shooting party in the North Slob, by the River Slaney in County Wexford, Ireland. After missing a shot at a golden plover, he became involved in an argument over whether the golden plover or the red grouse was the fastest game bird in Europe (the plover is faster, but neither is the fastest game bird in Europe). That evening at Castlebridge House, he realized that it was impossible to confirm in reference books whether or not the golden plover was Europe's fastest game bird. Beaver knew that there must have been numerous other questions debated nightly among the public, but there was no book in the world with which to settle arguments about records. He realized then that a book supplying the answers to this sort of question might prove successful. Beaver's idea became a reality when Guinness employee Christopher Chataway recommended university friends Norris and Ross McWhirter, who had been running a fact-finding agency in London. The twin brothers were commissioned in August 1954 to compile what became The Guinness Book of (Superlatives and now) Records.[clarification needed] A thousand copies were distributed for free to pubs across Britain and Ireland as a promotional asset for the Guinness brand, and they became immensely popular with customers. After the founding of The Guinness Book of Records office at the top of Ludgate House, 107 Fleet Street, London, the first 198-page edition was bound on 27 August 1955 and went to the top of the British bestseller list by Christmas. The following year, it was introduced into the United States by New York publisher David Boehm and sold 70,000 copies. Since then, Guinness World Records has sold more than 150 million copies in 100 countries and 40 languages. Due to the book's surprise success, many further editions were printed, eventually settling into a pattern of one revision a year, published in September/October, in time for Christmas. The McWhirters continued to compile it for many years. Both brothers had an encyclopedic memory; on the British children's television series Record Breakers (based upon the book), which was broadcast on the BBC from 1972 to 2001, they would take questions posed by children in the audience on various world records and were able to give the correct answer. Ross McWhirter was assassinated by two members of the Provisional Irish Republican Army in 1975, in response to offering a £50,000 reward for information that would lead to the capture of members of the organization. Following Ross's assassination, the feature on the show where questions about records posed by children were answered was called Norris on the Spot. Norris carried on as the book's sole editor. Guinness Superlatives, later Guinness World Records Limited, was incorporated in London in 1954 to publish the first book. Sterling Publishing owned the rights to the Guinness book in the US for decades until it was repurchased by Guinness in 1989 after an 18-month long lawsuit. The group was owned by Guinness PLC and subsequently Diageo until 2001, when it was purchased by Gullane Entertainment for £45.5 million ($65 million). Gullane was itself purchased by HIT Entertainment in 2002. In 2006, Apax Partners purchased HIT and subsequently sold Guinness World Records in early 2008 to the Jim Pattison Group, the parent company of Ripley Entertainment, which is licensed to operate Guinness World Records' Attractions. With offices in New York City and Tokyo, Guinness World Records' global headquarters remain in South Quay Plaza in Canary Wharf, London, while its museum attractions are based at Ripley headquarters in Orlando, Florida. Recent editions have focused on record feats by individuals. Competitions range from obvious ones such as Olympic weightlifting to the longest egg tossing distances, or for the longest time spent playing Grand Theft Auto IV or the largest number of hot dogs consumed in three minutes. Besides records about competitions, it contains such facts such as the heaviest tumor, the most poisonous fungus, the longest-running soap opera and the most valuable life-insurance policy, among others. Many records also relate to the youngest people to have achieved something, such as the youngest person to visit all nations of the world, currently held by Maurizio Giuliano. Each edition contains a selection of the records from the Guinness World Records database, as well as select new records, with the criteria for inclusion changing from year to year. The latest edition is the 72nd, published in August 2025. The retirement of Norris McWhirter from his consulting role in 1995 and the subsequent decision by Diageo Plc to sell The Guinness Book of Records brand have shifted the focus of the books from text-oriented to illustrated reference. A selection of records are curated for the book from the full archive but all existing Guinness World Records titles can be accessed by creating a login on the company's website. Applications made by individuals for existing record categories are free of charge. There is an administration fee of £5 (or $5) to propose a new record title. A number of spin-off books and television series have also been produced. Guinness World Records bestowed the record of "Person with the most records" on Ashrita Furman of Queens, New York, in April 2009; at that time, he held 100 records. In 2005, Guinness designated 9 November as International Guinness World Records Day to encourage breaking of world records. In 2006, an estimated 100,000 people participated in over 10 countries. Guinness reported 2,244 new records in 12 months, which was a 173% increase over the previous year. In February 2008, NBC aired The Top 100 Guinness World Records of All Time and Guinness World Records made the complete list available on their website. The popularity of the franchise has resulted in Guinness World Records becoming the primary international authority on the cataloguing and verification of a huge number of world records. Over its history, numerous world record categories have been discontinued. This list may include that the record poses a threat to health or the environment. Defining records For many records, Guinness World Records is the effective authority on the exact requirements for them and with whom records reside, the company providing adjudicators to events to determine the veracity of record attempts. The list of records which the Guinness World Records covers is not fixed, records may be added and also removed for various reasons. The public is invited to submit applications for records, which can be either the bettering of existing records or substantial achievements which could constitute a new record. The company also provides corporate services for companies to "harness the power of record-breaking to deliver tangible success for their businesses." Guinness World Records states several types of records it will not accept for ethical reasons, such as those related to the killing or harming of animals. In the 2006 Guinness Book of World Records, Colombian serial killer Pedro López was listed as the "most prolific serial killer", having murdered at least 110 people (with Lopez himself claiming he murdered over 300 people) in Colombia, Ecuador and Peru in the late 1960s to 1980s. This was later removed after complaints that it made a competition out of murder, however the record was reinstated in the 2026 edition. Several world records that were once included in the book have been removed for ethical reasons, including concerns for the well-being of potential record breakers. For example, following publication of the "heaviest pet" record, many owners overfed their pets beyond the bounds of what was healthy, and therefore such entries were removed. The Guinness Book also dropped records within their "eating and drinking records" section of Human Achievements in 1991 over concerns that potential competitors could harm themselves and expose the publisher to potential litigation. These changes included the removal of all spirit, wine and beer drinking records, along with other unusual records for consuming such unlikely things as bicycles and trees. Other records, such as sword swallowing and rally driving (on public roads), were closed from further entry as the current holders had performed beyond what are considered safe human tolerance levels. There have been instances of closed categories being reopened. For example, the sword swallowing category was listed as closed in the 1990 Guinness Book of World Records, but has since been reopened with Johnny Strange breaking a sword swallowing record on Guinness World Records Live. Similarly, the speed beer drinking records which were dropped from the book in 1991, reappeared 17 years later in the 2008 edition, but were moved from the "Human Achievements" section of the older book to the "Modern Society" section of the newer edition. As of 2011[update], it is required in the guidelines of all "large food" type records that the item be fully edible, and distributed to the public for consumption, to prevent food wastage. Chain letters are also not allowed: "Guinness World Records does not accept any records relating to chain letters, sent by post or e-mail." After Roger Guy English set the record for sleeplessness in 1974, the category was discontinued for being too dangerous. At the request of the U.S. Mint, in 1984, the book stopped accepting claims of large hoardings of pennies or other currency. Environmentally unfriendly records (such as the releasing of sky lanterns and party balloons) are no longer accepted or monitored, in addition to records relating to tobacco or cannabis consumption or preparation. In 2024, Guinness World Records was accused of laundering the reputation of the oppressive governments as it set world records for the UAE's police forces and Egypt's military. By 2024, the UAE achieved 526 records, of which 21 were credited to the Emirates' police force. Matthew Hedges, a British academic who was forced to sign a false confession, asked the records body to take down the Abu Dhabi police department's certificate for "most signatures on a scroll", along with other such titles. Concerns were also raised around the activities around Egypt, which moved from 22 records to 110 within a decade until 2024. James Lynch, co-founder of FairSquare, said the records were legitimizing Abdel Fattah el-Sisi's regime. The Guinness World Records stated that its record titles "cannot be purchased". Guinness World Records has been accused of romanticizing diseases, such as Graves' Disease and Pica. For some potential categories, Guinness World Records has declined to list some records that are too difficult or impossible to determine. For example, its website states: "We do not accept any claims for beauty as it is not objectively measurable." On 10 December 2010, Guinness World Records stopped accepting submissions for the "dreadlock" category after an investigation of its first and only female title holder, Asha Mandela, determining it was impossible to judge this record accurately. Change in business model Traditionally, the company made a large amount of its revenue via book sales to interested readers, especially children. The rise of the Internet began to cut into book sales starting in the 2000s, part of a general decline in the book industry. According to a 2017 story by Planet Money of NPR, Guinness began to realize that a lucrative new revenue source to replace falling book sales was the would-be record-holders themselves. While any person can theoretically send in a record to be verified for free, the approval process is slow. Would-be record breakers that paid fees ranging from US$12,000 to US$500,000 would be given advisors, adjudicators, help in finding good records to break as well as suggestions for how to do it, prompt service, and so on. In particular, corporations and celebrities seeking a publicity stunt to launch a new product or draw attention to themselves began to hire Guinness World Records, paying them for finding a record to break or to create a new category just for them. As such, they have been described as a native advertising company, with no clear distinction between content and advertisement. Television talk show host John Oliver criticized Guinness World Records on the programme Last Week Tonight with John Oliver in August 2019, during an episode about President of Turkmenistan Gurbanguly Berdimuhamedow. Oliver said Guinness took money from authoritarian governments for pointless vanity projects such as Berdimuhamedow's. Oliver asked Guinness to work with Last Week Tonight to adjudicate a record for "Largest cake featuring a picture of someone falling off a horse", but according to Oliver, the offer did not work out after Guinness insisted on a non-disparagement clause. Guinness World Records denied the accusations and stated that they declined Oliver's offer to participate because "it was merely an opportunity to mock one of our record-holders," and that Oliver did not specifically request the record for the largest marble cake. As of 2021, the Guinness World Record for "Largest marble cake" remains with Betty Crocker Middle East in Saudi Arabia. Following Oliver's episode, Guinness World Records' ethics were called into question by human rights groups. Museums In 1976, a Guinness Book of World Records museum opened in the Empire State Building. Speed shooter Bob Munden then went on tour promoting The Guinness Book of World Records by performing his record fast draws with a standard weight single-action revolver from a Western movie-type holster. His fastest time for a draw was 0.02 seconds. Among exhibits were life-size statues of the world's tallest man, Robert Wadlow, and world's largest earthworm, an X-ray photo of a sword swallower, repeated lightning strike victim Roy Sullivan's hat complete with lightning holes and a pair of gem-studded golf shoes on sale for $6,500. The museum closed in 1995. In more recent years, the Guinness company has permitted the franchising of small museums with displays based on the book, all currently (as of 2010[update]) located in towns popular with tourists: Tokyo, Copenhagen, San Antonio. There were once Guinness World Records museums and exhibitions at the London Trocadero, Bangalore, San Francisco, Myrtle Beach, Orlando, Atlantic City, and Las Vegas. The Orlando museum, which closed in 2002, was branded The Guinness Records Experience; the Hollywood, Niagara Falls, Copenhagen, and Gatlinburg museums also previously featured this branding. Retail and merchandise Guinness World Records operates an official online shop, the Guinness World Records Store, which offers items related to record-breaking achievements, including certificates of participation, apparel, and the annual Guinness World Records book. The shop provides record-holders and the general public with access to official Guinness World Records materials. Merchandise is part of the organization's broader engagement efforts beyond its publications and events. Television series Guinness World Records has commissioned various television series documenting world record breaking attempts, including: Rhianna Loren (2025) Specials: Gamer's edition In 2008, Guinness World Records released its gamer's edition, a supplement that keeps records for popular video game high scores, codes and feats in association with Twin Galaxies. The Gamer's Edition used to contain 258 pages, over 1,236 video game related world records and four interviews including one with Twin Galaxies founder Walter Day. Editions were published for the years 2008 through 2020, with the 2009 edition in hardcover. The 2025 edition is the first since 2020, returning after a five-year hiatus. Since 2020, the supplement has had 192 pages. The Guinness Book of British Hit Singles The Guinness Book of British Hit Singles was a music reference book first published in 1977. It was compiled by BBC Radio 1 DJs Paul Gambaccini and Mike Read with brothers Tim Rice and Jonathan Rice. It was the first in a number of music reference books that were to be published by Guinness Publishing with sister publication The Guinness Book of British Hit Albums coming in 1983. After being sold to Hit Entertainment, the data concerning the Official Chart Company's singles and albums charts were combined under the title British Hit Singles & Albums, with Hit Entertainment publishing the book from 2003 to 2006 (under the Guinness World Records brand). After Guinness World Records was sold to The Jim Pattison Group, it was effectively replaced by a series of books published by Ebury Publishing/Random House with the Virgin Book of British Hit Singles first being published in 2007 and with a Hit Albums book following two years later. Other media and products In 1975, Parker Brothers marketed a board game, The Guinness Game of World Records, based on the book. Players compete by setting and breaking records for activities such as the longest streak of rolling dice before rolling doubles, stacking plastic pieces, and bouncing a ball off alternating sides of a card, as well as answering trivia questions based on the listings in the Guinness Book of World Records. A video game, Guinness World Records: The Videogame, was developed by TT Fusion and released for Nintendo DS, Wii and iOS in November 2008. In 2012, Warner Bros. announced the development of a live-action film version of Guinness World Records with Daniel Chun as scriptwriter. The film, however, never entered production. Dr. Sunil Gupta is listed in the Guinness World Records for participating in the largest multi-location diabetic neuropathy screening conducted on World Diabetes Day, 14 November 2013, during which 1,676 screenings were performed across 27 locations in India. References
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[SOURCE: https://en.wikipedia.org/wiki/Itasha] | [TOKENS: 1193]
Contents Itasha In Japan, an itasha (痛車; literally "painful car") is a car decorated with images of characters from anime, manga, or video games (especially bishōjo games or eroge). The decorations usually involve paint schemes and stickers. The cars are seen prominently in places such as Akihabara (Tokyo), Nipponbashi (Osaka), or Ōsu (Nagoya), or Itasha-based events, such as Odaiba Itasha Tengoku. Itasha only applies to cars. There are different names for vehicles that have features of an itasha, such as itansha (痛単車) for motorcycles, itachari (痛チャリ) for bicycles, itabasu (痛バス) for buses, itatorakku (痛トラック) for trucks, itadensha (痛電車) for trains, and itahikōki (痛飛行機) for aircraft. Etymology In the 1980s, when Japan was at the zenith of its economic might, there were many luxury import cars in Tokyo. Among them, the "itasha"—originally Japanese slang meaning an imported Italian car—was the most desired. Since then, itasha (as the decorated vehicle) was derived from combining the Japanese words itai (痛い; painful, cringe, embarrassing) and sha (車; vehicle). Itai means "painful", with additional senses of "painfully embarrassing" → "cringeworthy", "painful for the wallet" due to the high costs involved, or "painful to look at" (an eyesore). The name is also a pun for Italian cars (イタリア車, Itaria-sha), truncated in Japanese slang as Itasha (イタ車). History The subculture started in Japan in the 1980s with character plushies and stickers, but only became a phenomenon in the twenty-first century, when anime culture became relatively well known via the Internet. The earliest known report of an itasha-decorated vehicle in convention was in August 2005, in Comiket 68. In 2007, the first Autosalone (あうとさろーね, Autosarōne), an itasha-oriented convention, was held in Ariake, near Comiket. Since then, the subculture has grown and allows people to express themselves and show off their customization to fellow friends and competitors. In 2019, Odaiba Itasha Tengoku, which took place in Odaiba, Tokyo, was also held. Another Itasha-JDM event was held on March 27 named "Itasha Tengoku JDM Paradise". Similarly decorated vehicles have been found in Taiwan, the Philippines and in Italy. Vehicles owned by character rights owner The executive director of ACID Co., Ltd. (parent company of game developer Âge), Hirohiko Yoshida, was reported to own a Muv-Luv-themed Lamborghini Gallardo, Lancia Stratos, and BMW M5. The cars were unveiled in 2008 âge×Nitro+ in Akihabara UDX Gallery.[citation needed] Good Smile Co. has sponsored Super GT GT300 cars with liveries featuring itasha-like illustrations of Hatsune Miku since 2008. In 2010, they spun off from their sponsored team to start their own team called Good Smile Racing. These cars are often also featured at conventions like Anime Expo. In 2019, Good Smile partnered with Type-Moon and TRIGGER to field cars with itasha liveries for Miku, Fate, and Promare at the 2019 24 Hours of Spa. Vehicles from automotive manufacturers In Nagoya Auto Trend in 2009, a Phantom of Inferno-themed Chevrolet Corvette, a Melonbooks-themed MINI Cooper, and a Chaos;Head Noah-themed Toyota Estima were unveiled. Licensed model vehicles Officially licensed itasha cars can be found both in display and R/C car models. In June 2008, Aoshima Bunka Kyozai launched "ITASHA" as one of their model car product lines. Since then, many model companies have produced various itasha versions of their car models. Fujimi, Kyosho, HPI and Tamiya also sell models with itasha decorations. Recently, combinations between models and actual itasha are increasing, wherein models based on the original itasha were made afterwards. Derivative uses The itasha decorative style has also been found on railway cars, aircraft, computer cases, and other products. The itasha equivalent in apparel is the "ita-bag", a bag covered in fandom-related badges, buttons, etc. At Shinto shrines and Buddhist temples, ema are small wooden tablets that are usually inscribed with a wish. The itasha version, "ita-ema", describes ema featuring usually hand-drawn illustrations of characters. In-vehicle electronics, such as navigation systems, were also reported to be customized with character voices. On 28 March 2008, Maplus began to offer character voices for its Maplus Portable Navi 2 GPS system, beginning with Shūichi Ikeda (Char Aznable from the Gundam franchise). Automotive consumables such as motor oil have also been customized. On 20 June 2009, T&E, a tuning shop, began to sell scented semi-synthetic motor oil under the Itayu brand, with the first product being a Lucky Star-themed motor oil, unveiled at the 48th Shizuoka Hobby Show 2009. See also References External links
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