Geek. com is a technology news weblog about hardware, mobile computing, movies, TV, video games, comic books, and all manner of geek culture subjects. It was founded in 1996 and was run independently until 2007 when it was sold to Name Media, after which it was sold to Geeknet, Geek. com was founded in 1996 by Joel Evans and Rob Hughes. Joels brother, Sam Evans, was added as the sites chief editor. The site was founded as the Ugeek newsletter but soon become an online portal with multiple different sections, including JobGeek, GameGeek, PDAGeek. Among the sites many early successes was Ugeek. coms popular Processor Archive, in March 2007 Geek. com was sold to NameMedia, a company that specializes in domain name reselling and parking. NameMedia had recently acquired Philip Greenspuns photo. net and was building out its Enthusiast Media Network, after the acquisition Rob Hughes and Sam Evans left the site, though co-founder Joel Evans stayed on in his role as Chief Geek. Soon afterwards the sites mobile analyst Matthew palmsolo Miller left the site, in mid-2007 Geek.
com underwent a major redesign, moving away from the platform that it had used since 2001, and did away with the subportals, like PDAgeek. In August 2007 NameMedia acquired XYZcomputing. com a computer hardware website and hired its founder, Sal Cangeloso, in May 2010 NameMedia sold Geek. com to Geeknet for $1 million. Cangeloso, who had promoted to Editor-in-Chief when Joel Evans left at the close of 2009 stayed on board in the same position. The troubled Geeknet sold Geek. com to Ziff Davis at the beginning of January 2011 for an undisclosed amount, once again Cangeloso stayed on, as did longstanding News Editor, Matthew Humphries. In 2016, Geek. com was significantly retooled under a new staff comprised of Editor-in-Chief Chris Radtke, Managing Editor Sheilah Villari, and Senior Editor Jordan Minor. Along with a redesign, the site expanded its focus to broader geek culture topics like technology, movies, TV. A new team of freelancers was brought onboard to carry out this vision, at the end of 2016 the site hosted a five-hour Facebook Gifted and Talented Show made up of sketches and holiday gift suggestions.
One notable article, an explanation on the surrounding the cartoon Street Sharks, went viral on sites like Vox
Humble Bundle continues to offer these limited-time bundles, but have expanded to include a persistent storefront. Initial bundles were typically collections of independently developed games featuring multi-platform support provided without digital rights management, occurring every few months, the two-week Humble Bundles drew media attention, with several bundles surpassing $1 million in sales. Bundles are presently offered on a regular basis, with a persistent storefront for individual game sales. The Humble Bundle offerings support a number of charities, including Childs Play, the Electronic Frontier Foundation, water, the American Red Cross, by October 2015, the total charitable amount raised by the Bundles exceeded $65 million across 50 different charities. By the end of October 2014, participating developers have grossed more than $100 million, the success of the Humble Bundle approach has inspired a number of similar efforts to offer pay what you want bundles for smaller titles, including Indie Gala and Indie Royale.
As a corporation, Humble Bundle is headquartered in San Francisco, the idea for the Bundle was from Jeff Rosen of Wolfire Games. Rosen describes the coming to him through similar sales of bundle packages on the Steam platform. Rosen had noted that sales would have viral word-of-mouth spread across the Internet. Wolfire had teamed with Unknown Worlds Entertainment to offer a bundle based on their Natural Selection 2 game. The porter of Lugaru to Linux was Ryan C, who was responsible for porting Aquaria to Linux. The site added the option to pay via Bitcoin only through Coinbase, Rosen sought to include charities in the bundle, allowing the purchaser to choose how to distribute the funds between the developers and charities. The means of pay-what-you-want would allow purchasers to simply give the money to the charities and Wolfire employee John Graham provided technical support during the sales, handling thousands of requests through a few all-night email and chat sessions. In April 2011, it was announced that Sequoia Capital had invested $4.7 million of capital into Humble Bundle.
The full arrangements with developers to create the bundle typically conclude a month before the bundle goes live, the Humble Bundle group earns about 15% of the total funds raised. The Humble Store is an extension of the system developed for managing the Humble Bundles. It offers the capabilities of the payment and customer services that they had created for the various Bundles to independent developers as a marketplace for these titles. Once developers have signed on with the Humble Store, they are given a widget that they can include on their web site allows users to purchase the game. In some cases, such as with FTL, Faster Than Light and Sportsfriends, as with the Bundles, once purchased the buyer has access to all software titles from the store at any time
ExtremeTech is a technology weblog about hardware, computer software and other technologies which launched in May 2001. Between 2003 and 2005, ExtremeTech was a print magazine, ExtremeTech was launched as a website in May 2001, with co-founder Bill Machrone as Editor-in-Chief, and fellow co-founder Nick Stam as Senior Technical Director. Loyd Case, Dave Salvator, Mark Hachman, and Jim Lynch were other original core ET staff, in 2002 Jim Louderback became the Editor-in-Chief. When initially launched, ExtremeTech covered a range of technical topics with very indepth technical stories. Topic areas included core PC techniques, operating systems, software development, display technology, by 2003, Ziff Davis management wanted to reduce expenses and cut back content to core PC tech areas, focusing on how to build and optimize your PC. Loyd Case took over as Editor-in-Chief, and Jason Cross joined as a technology analyst, similarly Matthew Murray tried to keep things alive. The magazine was first published in fall 2004, the first issue noted different staff members for the website and magazine.
Staff included Editor-in-Chief Michael J. Miller, Editor Jeremy Kaplan, Technical Director Loyd Case, Senior Technical Analyst Dave Salvator, subsequent issues were published in winter 2004, spring 2005, summer 2005, with the magazine ending its run in fall 2005. The site ceased updating daily on June 26,2009 due to most of its staff members being laid off. On April 26,2011 it was announced that a relaunch was slated for late spring, the announcement noted that along with a complete visual redesign, ExtremeTech would be widening its scope to cover new topics that didnt exist when the site was first conceived in 2001. Sebastian Anthony, previously an editor at AOLs Download Squad software weblog, ExtremeTech is currently managed by Jamie Lendino. Lendino, who came from PCMag. com, wrote for ExtremeTech from 2005-2010 and he was formerly the editor-in-chief of Smart Device Central. Joel Hruska is the lead writer. Sebastian Anthony, who led the side of ExtremeTechs relaunch in 2011
GMR was a monthly magazine on video games that was published by Ziff-Davis — the publisher of such magazines as PC Magazine, Electronic Gaming Monthly, and Computer Gaming World. GMR was launched in February 2003, being sold in only the Electronics Boutique chain of video game stores and it lasted exactly two years, as the 25th and last issue was the February 2005 edition. As the magazine was funded by Electronics Boutique, the magazine stopped circulation when Gamestop merged with EB Games, as Gamestop already had its own magazine, Game Informer. The fates of its staff remain unknown, although James Milkman Mielke. Each month had a title, e. g, the Rainbow Issue, The First Issue. A score of 9 or 10 was considered excellent,7 or 8 good,4 to 6 mediocre, as well, the GMR Essential Selection logo would be awarded to all games scoring 10 and some games scoring 9. With the rating would come a one- or two-word comment, often a pun on the games title, previewers would rate their excitement about an upcoming game on a scale of 1 to 5 flames, although one-flame previews were absent and two-flame previews rare.
One of the most popular sections of the magazine was an editorial appeared in the final pages of most every issue called Game Geezer. Game Geezer was revealed to be written by Jeff Green, former editor-in-chief of Games for Windows, The Official Magazine, the column was written, on a fill-in basis, by former Xbox Nation editor Greg Orlando. Thus, the GMR review was rendered invalid because it was based on a development version of the game
PC Magazine is an American computer magazine published by Ziff Davis. A print edition was published from 1982 to January 2009, publication of online editions started in late 1994 and continues to this day. In an early review of the new IBM PC, Byte reported the announcement of a new magazine called PC and it is published by David Bunnell, of Software Communications, Inc. It should be of great interest to owners of the IBM Personal Computer, the first issue of PC, dated February–March 1982, appeared early that year. PC Magazine was created by Bunnell and Cheryl Woodard, who helped David found the subsequent PC World and Macworld magazines, eddie Currie and Tony Gold, a co-founder of Lifeboat Associates who financed the magazine, were early investors in PC Magazine. The magazine grew beyond the required to publish it, and to solve this problem, Gold sold the magazine to Ziff-Davis who moved it to New York City. Bunnell and his left to form PC World magazine. By its third issue PC was square-bound because it was too thick for saddle-stitch, at first the magazine published new issues every two months, but became monthly as of the August 1982 issue, its fourth.
In March 1983 a reader urged the magazine to consider switching to a biweekly schedule because of its thickness, although the magazine replied to the readers proposal with Please say youre kidding about the bi-weekly schedue. After the December 1983 issue reached 800 pages in size, in 1984 PC began publishing new issues every two weeks, with each about 400 pages in size, in January 2008 the magazine dropped back to monthly issues. Print circulation peaked at 1.2 million in the late 1990s, in November 2008 it was announced that the print edition would be discontinued as of the January 2009 issue, but the online version at pcmag. com would continue. By this time print circulation had declined to about 600,000, dan Costa is the current editor-in-chief of PCMag. com, the website of the now-folded magazine. Prior to this position, Costa was executive editor under the previous editor-in-chief, Ulanoff held the position of editor-in-chief from July 2007 to July 2011, the last print edition of the magazine appeared in January 2009, although Ulanoff continued on with the website PCMag. com.
Jim Louderback had held this position of editor-in-chief before Ulanoff, from 2005, and left when he accepted the position of executive officer of Revision3. Editor Bill Machrone wrote in 1985 that weve distilled the contents of PC Magazine down to the point where it can be expressed as a formula, EP stands for evaluating products and enhancing productivity. If an article doesnt do one or the other, chances are it doesnt belong in PC Magazine, PC Magazine provides reviews and previews of the latest hardware and software for the information technology professional. Articles are written by leading experts including John C, whose regular column and Inside Track feature are among the magazines most popular attractions. The magazine has evolved significantly over the years and this is the primary reason for the November 2008 decision to discontinue the print version
Electronic Gaming Monthly
Electronic Gaming Monthly was a monthly American video game magazine. It offered video game news, coverage of events, interviews with gaming figureheads, editorial content. The magazine was founded in 1988 as U. S. National Video Game Teams Electronic Gaming Monthly under Sendai Publications, in 1994, EGM spun off EGM², which focused on expanded cheats and tricks. It eventually became Expert Gamer and finally the defunct GameNOW, after 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher. Until January 2009, EGM only covered gaming on console hardware and software, in 2002, the magazines subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of 1UP. com to UGO Networks, the magazines February 2009 issue was already completed, but was not published. In May 2009, EGM founder Steve Harris purchased the magazine, the magazine was relaunched in April 2010 by Harris new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets. k. a.
Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, the magazine is known for making April Fools jokes. Its April 1992 issue was the source of the Sheng Long hoax in Street Fighter II, games are reviewed by one member, except for the big games, which were reviewed by one of a pool of editors known as The Review Crew. They each assign a grade to the game and write a few paragraphs about their opinion of the game, the magazine makes a strong stance that a grade of C is average. The current letter grade system replaced a long-standing 0–10 scale in the April 2008 issue. In that system, Silver went to a game with a rating from 8 to 9, Gold to a game reviewed at 9 to 10. Until 1998, as a matter of policy, the reviewers rarely gave scores of 10. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, in addition, they gave the game with the highest average score for that issue a Game of the Month award. In 2002, EGM has begun giving games that earned unanimously bad scores a Shame of the Month award, as there is not always such a game in each issue, this award is only given out when a game qualifies.
Originally, a team of four editors reviewed all the games and this process was eventually dropped in favor of a system that added more reviewers to the staff so that no one person reviewed all the games for the month. Though the scores ranged from 0–10 on the numerical scale, the score of zero was almost never utilized, with notable exceptions being Mortal Kombat Advance, The Guy Game. EGM en Español was released in Mexico in November 2002 and it was published by Editorial Televisa and is edited by a different staff
GameNOW was a United States-based video game magazine that was published by Ziff-Davis from November 2001 to January 2004. There are 27 issues of GameNOW in total, in addition to video game consoles like PlayStation 2, Nintendo GameCube, and Game Boy Advance, GameNOW covered games for personal computers. GameNOWs roots began in July 1994 when the popular magazine Electronic Gaming Monthly launched a magazine called EGM2. EGM² was essentially another EGM, only without a reviews section, starting in August 1998, EGM² became Expert Gamer, and the magazines focus shifted away from news and previews to strategy and tricks. Despite the different name, XG continued EGM²s numbering system, XG lasted for 39 issues until October 2001. The next month, XG was replaced by GameNOW, although GameNOW maintained a healthy tricks section and occasional strategy guides, the magazines focus shifted to in-depth previews and reviews. In November 2002, the GameNOW staff was almost completely replaced when Ziff-Davis moved its video game magazines from the Chicago suburb of Oak Brook, Illinois to San Francisco, of the original staff, only two writers made the move to California.
Shortly after the move, the magazine underwent a massive redesign, an expert on fighting games, an actual photo of Sushi never appeared in the magazine. Instead, he was shown as a pixelized, 16-bit era sprite. Even in this form, he featured his trademark red keikogi, katana. Sushis reviews differed from the editors reviews in that they were written with more flowery prose and were peppered with references to his ninja training. Like most magazines, GameNOW features many recurring sections and these included, Rants & Raves - GameNOWs letters section was popular among its readers for its humorous and sarcastic tone. GameNOW wasnt afraid to poke fun at its readers, and many readers would write in hoping to be zinged in the pages of the magazine. Rants & Raves was home to several inside jokes among GameNOWs readership, GameNOW Gallery - A two-page spread that focused on showing large screenshots and character artwork from upcoming games. Hot 10 - A previews section that counted down the top ten best games coming out each month, Now Playing - GameNOWs review section.
The magazines review scale was much like a report card. As you might expect, a C grade denoted that the game was average, the A+ Club - A section that called special attention to all the games that received GameNOWs highest review score, an A+. The F Troupe - The polar opposite of The A+ Club and this section called out every game that received GameNOWs lowest score, an F
Fantastic was an American digest size fantasy and science fiction magazine, published from 1952 to 1980. It was founded by Ziff Davis as a companion to Amazing Stories. Early sales were good, and Ziff Davis quickly decided to switch Amazing from pulp format to digest, within a few years sales fell, and Howard Browne, the editor, was forced to switch the focus to science fiction rather than fantasy. Browne lost interest in the magazine as a result and the magazine generally ran poor quality fiction in the mid-1950s, under Browne and his successor and she helped to nurture the early careers of writers such as Roger Zelazny and Ursula K. Le Guin, but was unable to increase circulation, and in 1965 the magazines were sold to Sol Cohen and this was financially successful, but brought Cohen into conflict with the newly formed Science Fiction Writers of America. After a turbulent period at the end of the 1960s, Ted White became editor, White worked hard to make the magazine successful, introducing artwork from artists who had made their names in comics, and working with new authors such as Gordon Eklund.
His budget for fiction was low, but he was able to find good stories from well-known writers which had been rejected by the other markets. Circulation continued to decline and in 1978 Cohen sold out his half of the business to his partner, in 1938, Ziff-Davis, a Chicago-based publisher looking to expand into the pulp magazine market, acquired Amazing Stories. Ziff-Davis agreed to back the new magazine, and Browne put together a copy, but when the Korean War broke out Ziff-Davis cut their budgets. Browne did not give up, and in 1952 received the go-ahead to try a new magazine instead, focused on high-quality fantasy, the first issue of Fantastic, dated Summer 1952, appeared on March 21 of that year. The experiment with quality fiction did not last, circulation dropped, which led to budget cuts, and in turn the quality of the fiction fell. Browne had wanted to separate Fantastic from Amazings pulp roots, but now found he had to print more science fiction, Fantastics poor results were probably a consequence of the overloaded sf magazine market, far more magazines appeared in the early 1950s than the market was able to support.
In May 1956 Browne left Ziff-Davis to become a screenwriter, Paul W. Fairman took over as editor of both Fantastic and Amazing. In 1957 Bernard Davis left Ziff-Davis, it had been Davis who had suggested the acquisition of Amazing in 1939, with his departure Amazing and Fantastic stagnated, they remained monthly but drew no attention from Ziff-Daviss management. In November 1955, Ziff-Davis hired an assistant, Cele Goldsmith and she read the slush piles for all the magazines, and was quickly given more responsibility. Goldsmith stayed as editor for six and a half years, circulation dropped for both Amazing and Fantastic, in 1964 Fantastic had a paid circulation of only 27,000. In 1965 Sol Cohen, who at time was Galaxys publisher, set up his own publishing company, Ultimate Publishing. Cohen had decided to make the magazines as profitable as possible by filling them only with reprints, using reprints in this way saved Cohen about $8,000 a year between the two magazines
Canada is a country in the northern half of North America. Canadas border with the United States is the worlds longest binational land border, the majority of the country has a cold or severely cold winter climate, but southerly areas are warm in summer. Canada is sparsely populated, the majority of its territory being dominated by forest and tundra. It is highly urbanized with 82 per cent of the 35.15 million people concentrated in large and medium-sized cities, One third of the population lives in the three largest cities, Toronto and Vancouver. Its capital is Ottawa, and other urban areas include Calgary, Quebec City, Winnipeg. Various aboriginal peoples had inhabited what is now Canada for thousands of years prior to European colonization. Pursuant to the British North America Act, on July 1,1867, the colonies of Canada, New Brunswick and this began an accretion of provinces and territories to the mostly self-governing Dominion to the present ten provinces and three territories forming modern Canada.
With the Constitution Act 1982, Canada took over authority, removing the last remaining ties of legal dependence on the Parliament of the United Kingdom. Canada is a parliamentary democracy and a constitutional monarchy, with Queen Elizabeth II being the head of state. The country is officially bilingual at the federal level and it is one of the worlds most ethnically diverse and multicultural nations, the product of large-scale immigration from many other countries. Its advanced economy is the eleventh largest in the world, relying chiefly upon its abundant natural resources, Canadas long and complex relationship with the United States has had a significant impact on its economy and culture. Canada is a country and has the tenth highest nominal per capita income globally as well as the ninth highest ranking in the Human Development Index. It ranks among the highest in international measurements of government transparency, civil liberties, quality of life, economic freedom, Canada is an influential nation in the world, primarily due to its inclusive values, years of prosperity and stability, stable economy, and efficient military.
While a variety of theories have been postulated for the origins of Canada. In 1535, indigenous inhabitants of the present-day Quebec City region used the word to direct French explorer Jacques Cartier to the village of Stadacona, from the 16th to the early 18th century Canada referred to the part of New France that lay along the St. Lawrence River. In 1791, the area became two British colonies called Upper Canada and Lower Canada collectively named The Canadas, until their union as the British Province of Canada in 1841. Upon Confederation in 1867, Canada was adopted as the name for the new country at the London Conference. The transition away from the use of Dominion was formally reflected in 1982 with the passage of the Canada Act, that year, the name of national holiday was changed from Dominion Day to Canada Day
The website was the brainchild of media entrepreneur Chris Anderson and launched on September 29,1996. It focuses on games, television, technology, the company is located in San Franciscos SOMA district in California, United States. Originally a network of websites, IGN is now distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, and via YouTube, Hulu. IGN was sold to publishing company Ziff Davis in February 2013 and now operates as a J2 Global subsidiary. com, PSXPower, Next-Generation. com and Ultra Game Players Online. Imagine expanded on its owned-and-operated websites by creating a network that included a number of independent fansites such as PSX Nation. com, Sega-Saturn. com, Game Sages. 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. Next-Generation and Ultra Game Players Online were not part of this consolidation, 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, Imagine Media incorporated a spin-off that included IGN and its channels as Affiliation Networks. 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 properties during the dot-com bubble. 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 is ranked among the top 200 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdochs multi-media business empire, News Corporation, IGN celebrated its 10th anniversary on January 12,2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, on May 25,2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount. In 2011, IGN Entertainment acquired its rival UGO Entertainment from Hearst Corporation, 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. 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, the role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review website, was founded by IGN in 2004. GameStats includes a GPM rating system incorporates an average press score and average gamer score