New York Post
The New York Post is a daily newspaper in New York City. The Post operates the celebrity gossip site PageSix.com, the entertainment site Decider.com, co-produces the television show Page Six TV. The modern version of the paper is published in tabloid format. Established in 1801 by Federalist and Founding Father Alexander Hamilton, it became a respected broadsheet in the 19th century, under the name New York Evening Post. In 1976, Rupert Murdoch bought the Post for US$30.5 million. Since 1993, the Post has been owned by News Corporation and its successor, News Corp, which had owned it from 1976 to 1988, its editorial offices are located at 1211 Avenue of the Americas. Its distribution ranked 5th in the US in 2018; the New York Post, established on November 16, 1801, as the New-York Evening Post, describes itself as the nation's oldest continuously published daily newspaper. The Providence Journal, which began daily publication on July 21, 1829 bills itself as the nation's oldest continuously published daily newspaper because the New York Post halted publication during strikes in 1958 and 1978.
The Hartford Courant, believed to be the oldest continuously published newspaper, was founded in 1764 as a semi-weekly paper. The New Hampshire Gazette, which has trademarked its claim of being The Nation's Oldest Newspaper, was founded in 1756 as a weekly. Since the 1890s it has been published only on weekends; the Post was founded by Alexander Hamilton with about US$10,000 from a group of investors in the autumn of 1801 as the New-York Evening Post, a broadsheet. Hamilton's co-investors included other New York members of the Federalist Party, such as Robert Troup and Oliver Wolcott, who were dismayed by the election of Thomas Jefferson as U. S. President and the rise in popularity of the Democratic-Republican Party; the meeting at which Hamilton first recruited investors for the new paper took place in the then-country weekend villa, now Gracie Mansion. Hamilton chose William Coleman as his first editor; the most famous 19th-century Evening Post editor was the poet and abolitionist William Cullen Bryant.
So well respected was the Evening Post under Bryant's editorship, it received praise from the English philosopher John Stuart Mill, in 1864. In the summer of 1829, Bryant invited William Leggett, the Locofoco Democrat, to write for the paper. There, in addition to literary and drama reviews, Leggett began to write political editorials. Leggett's classical liberal philosophy entailed a fierce opposition to central banking, a support for voluntary labor unions, a dedication to laissez-faire economics, he was a member of the Equal Rights Party. Leggett became a co-owner and editor at the Post in 1831 working as sole editor of the newspaper while Bryant traveled in Europe in 1834 through 1835. Another co-owner of the paper was John Bigelow. Born in Malden-on-Hudson, New York, John Bigelow, Sr. graduated in 1835 from Union College, where he was a member of the Sigma Phi Society and the Philomathean Society, was admitted to the bar in 1838. From 1849 to 1861, he was one of the co-owners of the Evening Post.
In 1881 Henry Villard took control of the Evening Post, as well as The Nation, which became the Post's weekly edition. With this acquisition, the paper was managed by the triumvirate of Carl Schurz, Horace White, Edwin L. Godkin; when Schurz left the paper in 1883, Godkin became editor-in-chief. White became editor-in-chief in 1899, remained in that role until his retirement in 1903. In 1897, both publications passed to the management of Villard's son, Oswald Garrison Villard, a founding member of both the National Association for the Advancement of Colored People and the American Civil Liberties Union. Villard sold the paper in 1918, after widespread allegations of pro-German sympathies during World War I hurt its circulation; the new owner was Thomas Lamont, a senior partner in the Wall Street firm of J. P. Morgan & Co.. Unable to stem the paper's financial losses, he sold it to a consortium of 34 financial and reform political leaders, headed by Edwin Francis Gay, dean of the Harvard Business School, whose members included Franklin Delano Roosevelt.
Conservative Cyrus H. K. Curtis—publisher of the Ladies Home Journal—purchased the Evening Post in 1924 and turned it into a non-sensational tabloid in 1933. In 1934, J. David Stern purchased the paper, changed its name to the New York Post, restored its broadsheet size and liberal perspective. In 1939, Dorothy Schiff purchased the paper, her husband, George Backer, was named publisher. Her second editor Ted Thackrey became co-publisher and co-editor with Schiff in 1942. Together, they recast the newspaper into its current tabloid format. In 1948 The Bronx Home News merged with it. In 1949, James Wechsler became editor of the paper, running both the editorial pages. In 1961, he turned over the news section to Paul Sann and remained as editorial-page editor until 1980. Under Schiff's tenure the Post was devoted to liberalism, supporting trade unions and social welfare, featured some of the most-popular columnists of the time, such as Joseph Cookman, Drew Pearson, Eleanor Roosevelt, Max Lerner, Murray Kempton, Pete Hamill, Eric Sevareid, in addition to theatre critic Richard Watts, Jr. and gossip columnist Earl Wilson.
In November 1976, it was announced that Rupert Murdoch had bought the Post from Schiff with the intention she would remain as a consultant for five years. It emerged that Murdoch bought the newspaper for US$30.5 million. The Post at this point was the only surviving afternoon daily in New York City and its circulation under Schiff had grown by two-thirds after the failure of the competing World Journal Tribu
Esports is a form of competition using video games. Most esports takes the form of organized, multiplayer video game competitions between professional players, individually or as teams. Although organized online and offline competitions have long been a part of video game culture, these were between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers designing toward a professional esports subculture; the most common video game genres associated with esports are multiplayer online battle arena, first-person shooter, digital collectible card games, battle royale games and real-time strategy. Popular esports titles include MOBA games such as, League of Legends, Dota 2 and Smite, FPS titles such as Counter-Strike and Call of Duty, CrossFire and Rainbow Six Siege which are in the FPS sub-genre of tactical shooters, Overwatch, in the FPS sub-genre of hero shooter, fighting games such as Street Fighter, Super Smash Bros.
Mortal Kombat and Soulcalibur, Beat'em up such as Dungeon Fighter Online, digital collectible card games such as Hearthstone, Battle royale games such as PlayerUnknown's Battlegrounds and Fortnite Battle Royale, RTS titles StarCraft. Tournaments such as the League of Legends World Championship, Dota 2's The International, the fighting games-specific Evolution Championship Series, the Intel Extreme Masters provide live broadcasts of the competition and prize money to competitors. Many competitions use a series of promotion and relegation play with sponsored teams, such as the League of Legends World Championship, but more competitions structured similar to American professional sports, with salaried players and regular season and play-off series, have emerged, such as the Overwatch League; the legitimacy of esports as a sports competition remains in question. By 2019, it is estimated; the increasing availability of online streaming media platforms Panda.tv, YouTube, Twitch have become central to the growth and promotion of esports competitions.
Demographically, Major League Gaming has reported viewership, 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. Despite this, several female personalities within esports are hopeful about the increasing presence of female gamers. South Korea has several established esports organizations, which have licensed pro gamers since the year 2000. Recognition of esports competitions outside of South Korea has come somewhat slower. Along with South Korea, most competitions take place in North America and China. Despite its large video game market, esports in Japan is underdeveloped, this has been attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments; the global esports market generated US$325 million of revenue in 2015 and was expected to make $493 million in 2016. The global esports audience in 2015 was 226 million people. According to a Newzoo report in April 2017, 42% of the gaming market belongs to the mobile industry, mobile is projected to claim more than 50% the market by 2020.
The esports industry is expanding beyond PC and console, as developer Super Evil Megacorp created Vainglory, the first mobile multiplayer online battle arena game, companies like Skillz bring esports tournaments to mobile games. The earliest known video game competition took place on 19 October 1972 at Stanford University for the game Spacewar. Stanford students were invited to an "Intergalactic spacewar olympics" whose grand prize was a year's subscription for Rolling Stone, with Bruce Baumgart winning the five-man-free-for-all tournament and Tovar and Robert E. Maas winning the Team Competition; the Space Invaders Championship held by Atari in 1980 was the earliest large scale video game competition, attracting more than 10,000 participants across the United States, establishing competitive gaming as a mainstream hobby. In the summer of 1980, Walter Day founded a high score record keeping organization called Twin Galaxies; the organization went on to help promote video games and publicize its records through publications such as the Guinness Book of World Records, in 1983 it created the U.
S. National Video Game Team; the team was involved in competitions, such as running the Video Game Masters Tournament for Guinness World Records and sponsoring the North American Video Game Challenge tournament. During the 1970s and 1980s, video game players and tournaments began being featured in well-circulated newspapers and popular magazines including Life and Time. One of the most well known classic arcade game players is Billy Mitchell, credited with the records for high scores in six games including Pac-Man and Donkey Kong in the 1985 issue of the Guinness Book of World Records; some of those records would be removed in 2018 amid allegations of fraud. Televised esports events aired during this period included the American show Starcade which ran between 1982 and 1984 airing a total of 133 episodes, on which contestants would attempt to beat each other's high scores on an arcade game. A video game tournament was included as part of TV show That's Incredible!, tournaments were featured as part of the plot of various films, including 1982's Tron.
In the UK, the BBC game show First Class i
International Standard Serial Number
An International Standard Serial Number is an eight-digit serial number used to uniquely identify a serial publication, such as a magazine. The ISSN is helpful in distinguishing between serials with the same title. ISSN are used in ordering, interlibrary loans, other practices in connection with serial literature; the ISSN system was first drafted as an International Organization for Standardization international standard in 1971 and published as ISO 3297 in 1975. ISO subcommittee TC 46/SC 9 is responsible for maintaining the standard; when a serial with the same content is published in more than one media type, a different ISSN is assigned to each media type. For example, many serials are published both in electronic media; the ISSN system refers to these types as electronic ISSN, respectively. Conversely, as defined in ISO 3297:2007, every serial in the ISSN system is assigned a linking ISSN the same as the ISSN assigned to the serial in its first published medium, which links together all ISSNs assigned to the serial in every medium.
The format of the ISSN is an eight digit code, divided by a hyphen into two four-digit numbers. As an integer number, it can be represented by the first seven digits; the last code digit, which may be 0-9 or an X, is a check digit. Formally, the general form of the ISSN code can be expressed as follows: NNNN-NNNC where N is in the set, a digit character, C is in; the ISSN of the journal Hearing Research, for example, is 0378-5955, where the final 5 is the check digit, C=5. To calculate the check digit, the following algorithm may be used: Calculate the sum of the first seven digits of the ISSN multiplied by its position in the number, counting from the right—that is, 8, 7, 6, 5, 4, 3, 2, respectively: 0 ⋅ 8 + 3 ⋅ 7 + 7 ⋅ 6 + 8 ⋅ 5 + 5 ⋅ 4 + 9 ⋅ 3 + 5 ⋅ 2 = 0 + 21 + 42 + 40 + 20 + 27 + 10 = 160 The modulus 11 of this sum is calculated. For calculations, an upper case X in the check digit position indicates a check digit of 10. To confirm the check digit, calculate the sum of all eight digits of the ISSN multiplied by its position in the number, counting from the right.
The modulus 11 of the sum must be 0. There is an online ISSN checker. ISSN codes are assigned by a network of ISSN National Centres located at national libraries and coordinated by the ISSN International Centre based in Paris; the International Centre is an intergovernmental organization created in 1974 through an agreement between UNESCO and the French government. The International Centre maintains a database of all ISSNs assigned worldwide, the ISDS Register otherwise known as the ISSN Register. At the end of 2016, the ISSN Register contained records for 1,943,572 items. ISSN and ISBN codes are similar in concept. An ISBN might be assigned for particular issues of a serial, in addition to the ISSN code for the serial as a whole. An ISSN, unlike the ISBN code, is an anonymous identifier associated with a serial title, containing no information as to the publisher or its location. For this reason a new ISSN is assigned to a serial each time it undergoes a major title change. Since the ISSN applies to an entire serial a new identifier, the Serial Item and Contribution Identifier, was built on top of it to allow references to specific volumes, articles, or other identifiable components.
Separate ISSNs are needed for serials in different media. Thus, the print and electronic media versions of a serial need separate ISSNs. A CD-ROM version and a web version of a serial require different ISSNs since two different media are involved. However, the same ISSN can be used for different file formats of the same online serial; this "media-oriented identification" of serials made sense in the 1970s. In the 1990s and onward, with personal computers, better screens, the Web, it makes sense to consider only content, independent of media; this "content-oriented identification" of serials was a repressed demand during a decade, but no ISSN update or initiative occurred. A natural extension for ISSN, the unique-identification of the articles in the serials, was the main demand application. An alternative serials' contents model arrived with the indecs Content Model and its application, the digital object identifier, as ISSN-independent initiative, consolidated in the 2000s. Only in 2007, ISSN-L was defined in the