A magazine is a publication a periodical publication, printed or electronically published. Magazines are published on a regular schedule and contain a variety of content, they are financed by advertising, by a purchase price, by prepaid subscriptions, or a combination of the three. At its root, the word "magazine" refers to a storage location. In the case of written publication, it is a collection of written articles; this explains why magazine publications share the word root with gunpowder magazines, artillery magazines, firearms magazines, and, in French, retail stores such as department stores. By definition, a magazine paginates with each issue starting at page three, with the standard sizing being 8 3⁄8 in × 10 7⁄8 in. However, in the technical sense a journal has continuous pagination throughout a volume, thus Business Week, which starts each issue anew with page one, is a magazine, but the Journal of Business Communication, which starts each volume with the winter issue and continues the same sequence of pagination throughout the coterminous year, is a journal.
Some professional or trade publications are peer-reviewed, an example being the Journal of Accountancy. Academic or professional publications that are not peer-reviewed are professional magazines; that a publication calls itself a journal does not make it a journal in the technical sense. Magazines can be distributed through the mail, through sales by newsstands, bookstores, or other vendors, or through free distribution at selected pick-up locations; the subscription business models for distribution fall into three main categories. In this model, the magazine is sold to readers for a price, either on a per-issue basis or by subscription, where an annual fee or monthly price is paid and issues are sent by post to readers. Paid circulation allows for defined readership statistics; this means that there is no cover price and issues are given away, for example in street dispensers, airline, or included with other products or publications. Because this model involves giving issues away to unspecific populations, the statistics only entail the number of issues distributed, not who reads them.
This is the model used by many trade magazines distributed only to qualifying readers for free and determined by some form of survey. Because of costs associated with the medium of print, publishers may not distribute free copies to everyone who requests one; this allows a high level of certainty that advertisements will be received by the advertiser's target audience, it avoids wasted printing and distribution expenses. This latter model was used before the rise of the World Wide Web and is still employed by some titles. For example, in the United Kingdom, a number of computer-industry magazines use this model, including Computer Weekly and Computing, in finance, Waters Magazine. For the global media industry, an example would be VideoAge International; the earliest example of magazines was Erbauliche Monaths Unterredungen, a literary and philosophy magazine, launched in 1663 in Germany. The Gentleman's Magazine, first published in 1731, in London was the first general-interest magazine. Edward Cave, who edited The Gentleman's Magazine under the pen name "Sylvanus Urban", was the first to use the term "magazine," on the analogy of a military storehouse.
Founded by Herbert Ingram in 1842, The Illustrated London News was the first illustrated magazine. The oldest consumer magazine still in print is The Scots Magazine, first published in 1739, though multiple changes in ownership and gaps in publication totalling over 90 years weaken that claim. Lloyd's List was founded in Edward Lloyd's England coffee shop in 1734. Under the ancient regime, the most prominent magazines were Mercure de France, Journal des sçavans, founded in 1665 for scientists, Gazette de France, founded in 1631. Jean Loret was one of France's first journalists, he disseminated the weekly news of music and Parisian society from 1650 until 1665 in verse, in what he called a gazette burlesque, assembled in three volumes of La Muse historique. The French press lagged a generation behind the British, for they catered to the needs the aristocracy, while the newer British counterparts were oriented toward the middle and working classes. Periodicals were censored by the central government in Paris.
They were not quiescent politically—often they criticized Church abuses and bureaucratic ineptitude. They supported the monarchy and they played at most a small role in stimulating the revolution. During the Revolution, new periodicals played central roles as propaganda organs for various factions. Jean-Paul Marat was the most prominent editor, his L'Ami du peuple advocated vigorously for the rights of the lower classes against the enemies of the people Marat hated. After 1800 Napoleon reimposed strict censorship. Magazines flourished after Napoleon left in 1815. Most were based in Paris and most emphasized literature and stories, they served religious and political communities. In times of political crisis they expressed and helped shape the views of their readership and thereby were major
A domain name is a label that identifies a network domain: a distinct group of computers under a central administration or authority. Within the Internet, domain names are formed by the procedures of the Domain Name System. Any name registered in the DNS is a domain name. Domain names are used in various networking contexts and for application-specific naming and addressing purposes. In general, a domain name represents an Internet Protocol resource, such as a personal computer used to access the Internet, a server computer hosting a web site, or the web site itself or any other service communicated via the Internet. In 2017, 330.6 million domain names had been registered. Domain names are organized in subordinate levels of the DNS root domain, nameless; the first-level set of domain names are the top-level domains, including the generic top-level domains, such as the prominent domains com, net and org, the country code top-level domains. Below these top-level domains in the DNS hierarchy are the second-level and third-level domain names that are open for reservation by end-users who wish to connect local area networks to the Internet, create other publicly accessible Internet resources or run web sites.
The registration of these domain names is administered by domain name registrars who sell their services to the public. A qualified domain name is a domain name, specified with all labels in the hierarchy of the DNS, having no parts omitted. Labels in the Domain Name System are case-insensitive, may therefore be written in any desired capitalization method, but most domain names are written in lowercase in technical contexts. Domain names serve to identify Internet resources, such as computers and services, with a text-based label, easier to memorize than the numerical addresses used in the Internet protocols. A domain name may represent entire collections of individual instances. Individual Internet host computers use domain names as host identifiers called host names; the term host name is used for the leaf labels in the domain name system without further subordinate domain name space. Host names appear as a component in Uniform Resource Locators for Internet resources such as web sites. Domain names are used as simple identification labels to indicate ownership or control of a resource.
Such examples are the realm identifiers used in the Session Initiation Protocol, the Domain Keys used to verify DNS domains in e-mail systems, in many other Uniform Resource Identifiers. An important function of domain names is to provide recognizable and memorizable names to numerically addressed Internet resources; this abstraction allows any resource to be moved to a different physical location in the address topology of the network, globally or locally in an intranet. Such a move requires changing the IP address of a resource and the corresponding translation of this IP address to and from its domain name. Domain names are used to establish a unique identity. Organizations can choose a domain name that corresponds to their name, helping Internet users to reach them easily. A generic domain is a name that defines a general category, rather than a specific or personal instance, for example, the name of an industry, rather than a company name; some examples of generic names are books.com, music.com, travel.info.
Companies have created brands based on generic names, such generic domain names may be valuable Domain names are simply referred to as domains and domain name registrants are referred to as domain owners, although domain name registration with a registrar does not confer any legal ownership of the domain name, only an exclusive right of use for a particular duration of time. The use of domain names in commerce may subject them to trademark law; the practice of using a simple memorable abstraction of a host's numerical address on a computer network dates back to the ARPANET era, before the advent of today's commercial Internet. In the early network, each computer on the network retrieved the hosts file from a computer at SRI, which mapped computer host names to numerical addresses; the rapid growth of the network made it impossible to maintain a centrally organized hostname registry and in 1983 the Domain Name System was introduced on the ARPANET and published by the Internet Engineering Task Force as RFC 882 and RFC 883.
Today, the Internet Corporation for Assigned Names and Numbers manages the top-level development and architecture of the Internet domain name space. It authorizes domain name registrars, through which domain names may be reassigned; the domain name space consists of a tree of domain names. Each node in the tree holds information associated with the domain name; the tree sub-divides into zones beginning at the DNS root zone. A domain name consists of one or more parts, technically called labels, that are conventionally concatenated, delimited by dots, such as example.com. The right-most label conveys the top-level domain; the hierarchy of domains descends from the right to the left label in the name. For example: the label example specifies a node example.com as a subdomain of the com domain, www is a label to create www.example.com, a subdomain of example.com. Each label may contain from 1 to 63 octets; the empty label is reserved for the root node and when qualified is expressed as the empty label terminated by a dot.
The full domain name may not e
Electronic Gaming Monthly
Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content, product reviews; the magazine was founded in 1988 as U. S. National Video Game Team's Electronic Gaming Monthly under Sendai Publications. In 1994, EGM spun off EGM ², which focused on expanded tricks, it became Expert Gamer and the defunct GameNOW. After 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher; until January 2009, EGM only covered gaming on console software. In 2002, the magazine's 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 magazine's February 2009 issue was completed, but was not published. In May 2009, EGM founder Steve Harris purchased its assets from Ziff Davis; the magazine was relaunched in April 2010 by Harris' new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets.
Notable contributors to Electronic Gaming Monthly have included Martin Alessi, Ken Williams, "Trickman" Terry Minnich, Andrew "Cyber-Boy" Baran, Danyon Carpenter, Marc Camron, Mark "Candyman" LeFebvre, Todd Rogers, Mike Weigand a.k.a. Major Mike, Al Manuel, Howard Grossman, Arcade Editor Mark "Mo" Hain, Mike "Virus" Vallas, Jason Streetz, Ken Badziak, Scott Augustyn, Chris Johnston, Che Chou, Dave Ruchala, Crispin Boyer, Greg Sewart, Jeanne Trais, Jennifer Tsao, artist Jeremy Norm Scott, Shawn "Shawnimal" Smith, West Coast Editor Kelly Rickards, Kraig Kujawa, Dean Hager, Jeremy Parish, Mark Macdonald. Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, James Mielke, artist Jeremy "Norm" Scott, Seanbaby. In addition, writers of EGM's various sister publications – including GameNow, Computer Gaming World/Games for Windows: The Official Magazine, Official U. S. PlayStation Magazine – would contribute to EGM, vice versa; 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: The World Warrior. The magazine includes the following sections: Insert Coin Letter from the editor - the editorial Login - Letters from readers and replies by the magazine Press Start This section contains a general article about video gaming EGM RoundTable - discussions around video games The Buzz - industry rumors The EGM Hot List - background information about a critically acclaimed game Features - feature articles The EGM Interview - interview with a person from the gaming industry Cover Story - preview of the game featured on the magazine cover Next Wave - previews of upcoming games Launch Point - short previews of upcoming games Review Crew - review section Review Recap - recapitulation of the review scores from the preceding issue Game Over - Commentary articles on video gaming related topics EGM's current review scale is based on a letter grade system in which each game receives a grade based on its perceived quality.
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 write a few paragraphs about their opinion of the game. The magazine makes a strong stance. Towards the top of the scale, awards are given to games that average a B- or higher from the three individual grade: "Silver" awards for games averaging a grade of B- to B+; 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 an average rating from 8 to 9, Gold to a game reviewed at 9 to 10, Platinum to a game that received nothing but 10 ratings; until 1998, as a matter of editorial policy, the reviewers gave scores of 10, never gave a Platinum Award. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, with an editorial announcing the shift. In addition, they gave the game with the highest average score for that issue a "Game of the Month" award.
If a "Game of the Month" title receives a port to another console, that version is disqualified from that month's award, such as with Resident Evil 4, which won the award for the Nintendo GameCube version and subsequently received the highest scores for the PlayStation 2 port months and Tony Hawk's Pro Skater 2, which won the Platinum award for two separate versions of the game. In 2002, EGM began giving games; as there is not always such a game in each issue, this award is only given out when a game qualifies. A team of four editors reviewed all the games; this process was 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 previous numerical scale, the score of zero was never utilized, with exceptions being Mortal Kombat Advance, The Guy Game, Ping Pals. EGM en Español was released in Mexico in November 2002, it is edited by a different staff. Sometimes the content was more focused to
Horror is a genre of speculative fiction, intended to frighten, disgust, or startle its readers by inducing feelings of horror and terror. Literary historian J. A. Cuddon defined the horror story as "a piece of fiction in prose of variable length... which shocks, or frightens the reader, or induces a feeling of repulsion or loathing". It creates an frightening atmosphere. Horror is supernatural, though it can be non-supernatural; the central menace of a work of horror fiction can be interpreted as a metaphor for the larger fears of a society. The horror genre has ancient origins with roots in folklore and religious traditions, focusing on death, the afterlife, the demonic and the principle of the thing embodied in the person; these were manifested in stories of beings such as witches, vampires and ghosts. European horror fiction became established through works by Ancient Romans; the well-known 19th century novel about Frankenstein was influenced by the story of Hippolytus, where Asclepius revives him from death.
Euripides wrote plays based on Hippolytos Kalyptomenos and Hippolytus. Plutarch's "The Lives of the Noble Grecians and Romans: Cimon describes the spirit of a murderer, who himself was murdered in a bathhouse in Chaeronea. Pliny the Younger tells the tale of Athenodorus Cananites. Athenodorus was cautious. While writing a book on philosophy, he was visited by a spectre bound in chains; the figure disappeared in the courtyard. The earliest recording of an official accusation of Satanism by the Church took place in Toulouse in AD 1022 against a couple of clerics. Werewolf stories were popular in medieval French literature. One of Marie de France's twelve lais is a werewolf story titled "Bisclavret"; the Countess Yolande commissioned a werewolf story titled "Guillaume de Palerme". Anonymous writers penned two werewolf stories, "Biclarel" and "Melion". Much horror fiction derives from the cruellest personages of the 15th century. Dracula can be traced to the Prince of Wallachia Vlad III whose alleged war crimes were published in German pamphlets.
A 1499 pamphlet published by Markus Ayrer is most notable for its woodcut imagery. The alleged serial killer spree of Giles de Rais have been seen as the inspiration for "Bluebeard"; the motif of the vampiress is most notably derived from the real life noblewoman and murderess, Elizabeth Bathory, helped usher in the emergence of horror fiction in the 18th century, such as through László Turóczi's 1729 book Tragica Historia. The 18th century saw the gradual development of the Gothic horror genre, it drew on the written and material heritage of the Late Middle Ages, finding its form with Horace Walpole's seminal and controversial 1764 novel The Castle of Otranto. In fact, the first edition was published disguised as an actual medieval romance from Italy and republished by a fictitious translator. Once revealed as modern, many found it anachronistic, reactionary, or in poor taste — but it proved popular. Otranto inspired Vathek by William Beckford, A Sicilian Romance, The Mysteries of Udolpho and The Italian by Ann Radcliffe and The Monk by Matthew Lewis.
A significant amount of horror fiction of this era was written by women and marketed towards a female audience, a typical scenario being a resourceful female menaced in a gloomy castle. The Gothic tradition blossomed into the genre modern readers call horror literature in the 19th century. Influential works and characters that continue resonating in fiction and film today saw their genesis in the Brothers Grimm's "Hänsel und Gretel", Mary Shelley's Frankenstein, Washington Irving's The Legend of Sleepy Hollow, Jane C. Loudon's "The Mummy!: Or a Tale of the Twenty-Second Century", Victor Hugo's The Hunchback of Notre Dame, Thomas Peckett Prest's Varney the Vampire, Nathaniel Hawthorne's The Scarlet Letter, the works of Edgar Allan Poe, the works of Sheridan Le Fanu, Robert Louis Stevenson's Strange Case of Dr Jekyll and Mr Hyde, Oscar Wilde's The Picture of Dorian Gray, H. G. Wells' The Invisible Man, Bram Stoker's Dracula; each of these works created an enduring icon of horror seen in re-imaginings on the page and screen.
A proliferation of cheap periodicals around turn of the century led to a boom in horror writing. For example, Gaston Leroux serialized his Le Fantôme de l'Opéra before it was a novel in 1910. One writer who specialized in horror fiction for mainstream pulps such as All-Story Magazine was Tod Robbins, whose fiction deals with themes of madness and cruelty. Specialist publications emerged to give horror writers an outlet, prominent among them Weird Tales and Unknown Worlds. Influential horror writers of the early 20th century made inroads in these mediums; the venerated horror author H. P. Lovecraft, his enduring Cthulhu Mythos pioneered the genre of cosmic horror, M. R. James is credited with redefining the ghost story in that era; the serial murderer became a recurring theme. Yellow journalism and sensationalism of various murderers, such as Jack the Ripper, lesser so, Carl Panzram, Fritz Haarman, Albert Fish, all perpetuated this phenomenon; the trend continued in the postwar era renewed after the murders committed by Ed Gein.
In 1959, Robert Bloch, inspired by the murders, wrote Psycho. The crimes committed in 1969 by the Manson family influenced the slasher theme in horror fiction of the 1970s. In 1981, Thomas Harris wrote Red Dragon. In 1988, the sequel to tha
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne