Pocket Gamer is a video game website that focuses on mobile and handheld games. The site is published and owned by UK company Steel Media Ltd.. The website covers all major portable and mobile gaming formats, including iPhone, iPad, Nintendo Switch and others, it was one of the first to cover the iPhone gaming market. As well as the website, the publication hands out awards for handheld games to recognize them in several categories; the British newspaper The Guardian at one time syndicated a list of recommended mobile games from Pocket Gamer the list of recommended games for each month. In the years since launch, Steel Media Ltd has created many brand spin-offs, including the industry-facing PocketGamer.biz site and a series of conferences called Pocket Gamer Connects. Launched in April 2005 with the subtitle'play as you go', Pocket Gamer set out to provide professional editorial coverage of mobile and handheld gaming formats which they saw as the future of gaming. At launch the site focused on mobile phones, the Nokia N-Gage, Nintendo's Game Boy series as well as the newly launched Nintendo DS.
They mentioned PDAs and handheld console pretenders such as Gizmondo and the Tapwave Zodiac. The Sony PSP was added to the site soon after and as traffic grew Pocket Gamer became a barometer for the portable games industry, tracing the rise and fall of various platforms; when the Apple iPhone arrived in June 2007, followed by the subsequent launches of the iPod Touch in September 2007 and the App Store in July 2008, it grew to dominate the editorial agenda. The site subsequently added Nintendo 3DS, PlayStation Vita, BlackBerry, Windows Phone 7, MeeGo and Palm to the roster of covered formats, although latterly it's concentrated just on iOS and Android, plus the Nintendo Switch in its portable mode. In October 2007, Pocket Gamer launched the Pocket Gamer Guide to Mobile Games magazine, first featured by T-Mobile, where it is published bi-monthly in all of their stores in the United Kingdom, it was expected to have a circulation of 150,000 copies. A digital version of Pocket Gamer was available on the websites of Vodafone and 3 UK.
In May 2008, British company Steel Media announced that it partnered with O2 to produce the Pocket Gamer Guide to Mobile Games magazine, which had an initial print run of 500,000 copies and was made available in all O2 UK stores, making O2 the 4th UK mobile network to feature the Pocket Gamer magazine. In May 2008, the magazine's circulation reached 700,000 copies, with a total audience of 1.5 million when including web and WAP readership, syndication reviews to Vodafone live! and the Samsung Fun Club. The website rumored in April 2009 that Sony would release the PlayStation Portable 2 that year, although it was the PSPgo, launchedIn May 2008, Steel Media Ltd expanded the Pocket Gamer stable with the launch of a b2b-based sister site. PocketGamer. Biz focuses on covering the business of mobile games. Steel Media Ltd launched Quality Index which tracks review scores of leading mobile games and publishers. PocketGamer. Biz produces quarterly industry reports.. Ten years in May 2018, Steel Media Ltd expanded the international reach of PocketGamer.
Biz by partnering with Maysalward in Jordan to launch a b2b Arabic-language mobile gaming site, PocketGamer.me. In October 2008, Pocket Gamer launched its first foreign edition aimed at PocketGamer. Fr, providing news and reviews on mobile and iPhone apps to a French language audience; the site grew and launched its own iPhone app as well as providing syndicated content to several third party magazines. In August 2010 the site merged with number two in the market, JMobil and relaunched with a new design, new features and coverage of a wider number of platforms including Android. In October 2018, Steel Media Ltd undertook a major redesign of Pocket Gamer and unveiled a new look for the site, its first refresh in many years. At this point the site changed to a.com domain, to reflect the site's growing international appeal, from its previous.co.uk homepage. Past Guest Authors on Pocket Gamer Ray Sharma Si Shen Rick Marazzani Tak Fung Since 2010, the Pocket Gamer Awards are handed out every year in March to video games for iPhone and handheld devices in eleven categories each.
The website publishes regular features showcasing the 10 best games for each type of device, by genre. For 2010, on the iPhone, Firemint won "Best Developer", Gameloft won "Best Publisher", Flight Control won "Game of the Year". For other mobile devices, Digital Chocolate won "Best Developer", Electronic Arts won "Best Publisher", Mystery Mania won "Game of the Year". Among handhelds, Rockstar Leeds won "Best Developer", Nintendo won "Best Publisher", Grand Theft Auto: Chinatown Wars won "Game of the Year". Grand Theft Auto: Chinatown Wars won the overall "Game of the Year" award; the People's Choice category of Steel Media Ltd's annual Mobile Game Awards is voted for by readers of Pocket Gamer. Pocket Gamer has been listed as one of the top 100 websites by the Guardian newspaper two years running as well as being named in The Sunday Times newspaper's Top 5 Websites for Gaming / Pocket Gamer launched the weekly Pocket Gamer Podcast on 1 December 2008, featuring a round-up of the biggest news stories from the world of iOS and Android gaming, plus information on the latest releases.
Though a video podcast, the format changed to audio only on 18 May 2009. The show has seen multiple hosts and is helmed by James Gilmour with regular input from other members of the team, including Ric Cowley and Emily Sowden. Official website B2B website
Android (operating system)
Android is a mobile operating system developed by Google. It is based on a modified version of the Linux kernel and other open source software, is designed for touchscreen mobile devices such as smartphones and tablets. In addition, Google has further developed Android TV for televisions, Android Auto for cars, Wear OS for wrist watches, each with a specialized user interface. Variants of Android are used on game consoles, digital cameras, PCs and other electronics. Developed by Android Inc. which Google bought in 2005, Android was unveiled in 2007, with the first commercial Android device launched in September 2008. The operating system has since gone through multiple major releases, with the current version being 9 "Pie", released in August 2018. Google released the first Android Q beta on all Pixel phones on March 13, 2019; the core Android source code is known as Android Open Source Project, is licensed under the Apache License. Android is associated with a suite of proprietary software developed by Google, called Google Mobile Services that frequently comes pre-installed in devices, which includes the Google Chrome web browser and Google Search and always includes core apps for services such as Gmail, as well as the application store and digital distribution platform Google Play, associated development platform.
These apps are licensed by manufacturers of Android devices certified under standards imposed by Google, but AOSP has been used as the basis of competing Android ecosystems, such as Amazon.com's Fire OS, which use their own equivalents to GMS. Android has been the best-selling OS worldwide on smartphones since 2011 and on tablets since 2013; as of May 2017, it has over two billion monthly active users, the largest installed base of any operating system, as of December 2018, the Google Play store features over 2.6 million apps. The name Andrew and the noun Android share the Greek root andros. Andy Rubin picked android.com as his personal website, his colleagues used Android as his nickname at work. That became the name of the company he founded, the name of the operating system they developed. Android Inc. was founded in Palo Alto, California, in October 2003 by Andy Rubin, Rich Miner, Nick Sears, Chris White. Rubin described the Android project as "tremendous potential in developing smarter mobile devices that are more aware of its owner's location and preferences".
The early intentions of the company were to develop an advanced operating system for digital cameras, this was the basis of its pitch to investors in April 2004. The company decided that the market for cameras was not large enough for its goals, by five months it had diverted its efforts and was pitching Android as a handset operating system that would rival Symbian and Microsoft Windows Mobile. Rubin had difficulty attracting investors early on, Android was facing eviction from its office space. Steve Perlman, a close friend of Rubin, brought him $10,000 in cash in an envelope, shortly thereafter wired an undisclosed amount as seed funding. Perlman refused a stake in the company, has stated "I did it because I believed in the thing, I wanted to help Andy."In July 2005, Google acquired Android Inc. for at least $50 million. Its key employees, including Rubin and White, joined Google as part of the acquisition. Not much was known about the secretive Android at the time, with the company having provided few details other than that it was making software for mobile phones.
At Google, the team led by Rubin developed a mobile device platform powered by the Linux kernel. Google marketed the platform to handset makers and carriers on the promise of providing a flexible, upgradeable system. Google had "lined up a series of hardware components and software partners and signaled to carriers that it was open to various degrees of cooperation". Speculation about Google's intention to enter the mobile communications market continued to build through December 2006. An early prototype had a close resemblance to a BlackBerry phone, with no touchscreen and a physical QWERTY keyboard, but the arrival of 2007's Apple iPhone meant that Android "had to go back to the drawing board". Google changed its Android specification documents to state that "Touchscreens will be supported", although "the Product was designed with the presence of discrete physical buttons as an assumption, therefore a touchscreen cannot replace physical buttons". By 2008, both Nokia and BlackBerry announced touch-based smartphones to rival the iPhone 3G, Android's focus switched to just touchscreens.
The first commercially available smartphone running Android was the HTC Dream known as T-Mobile G1, announced on September 23, 2008. On November 5, 2007, the Open Handset Alliance, a consortium of technology companies including Google, device manufacturers such as HTC, Motorola and Samsung, wireless carriers such as Sprint and T-Mobile, chipset makers such as Qualcomm and Texas Instruments, unveiled itself, with a goal to develop "the first open and comprehensive platform for mobile devices". Within a year, the Open Handset Alliance faced two other open source competitors, the Symbian Foundation and the LiMo Foundation, the latter developing a Linux-based mobile operating system like Google. In September 2007, InformationWeek covered an Evalueserve study reporting that Google had filed several patent applications in the area of mobile telephony. Since 2008, Android has seen numerous updates which have incrementally improved the operating system, adding new features and fixing bugs in previous releases.
Each major release is named in alphabetical order after a dessert or sugary treat, with the first few Android versions being called "Cupcake", "Donut"
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
An adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw from other narrative-based media and film, encompassing a wide variety of literary genres. Many adventure games are designed for a single player, since this emphasis on story and character makes multi-player design difficult. Colossal Cave Adventure is identified as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, The Secret of Monkey Island, Myst. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands; as personal computers became more powerful with the ability to show graphics, the graphic adventure game format became popular by augmenting player's text commands with graphics, but soon moving towards point and click interfaces. Further computer advancements led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.
For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but had become a niche genre in the early 2000s due to the popularity of first-person shooters and became difficult to find publishers to support such ventures. Since a resurgence in the genre has occurred spurred on by success of independent video game development from crowdfunding efforts, the wide availability of digital distribution enabling episodic approaches, the proliferation of new gaming platforms including portable consoles and mobile devices. Within the Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan; the Asian markets have found markets for adventure games for portable and mobile gaming devices. Japanese adventure games tend to be distinct from Western adventure games and have their own separate development history.
The term "Adventure game" originated from the 1970s text computer game Colossal Cave Adventure referred to as Adventure, which pioneered a style of gameplay, imitated and became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre, defined by the subject it addresses, the activity of adventure. Essential elements of the genre include storytelling and puzzle solving. Adventure games have been described as puzzles embedded in a narrative framework, where games involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered examples of good design. Combat and action challenges are limited or absent in adventure games, thus distinguishing them from action games. In the book Andrew Rollings and Ernest Adams on Game Design, the authors state that "this doesn't mean that there is no conflict in adventure games... only that combat is not the primary activity."
Some adventure games will include a minigame from another video game genre, which are not always appreciated by adventure game purists. Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace; this definition is hard to apply, with some debate among designers about which games are action games and which involve enough non-physical challenges to be considered action-adventures. Adventure games are distinct from role-playing video games that involve action, team-building, points management. Adventure games lack the numeric rules or relationships seen in role-playing games, have an internal economy; these games lack any skill system, combat, or "an opponent to be defeated through strategy and tactics." However, some hybrid games exist here, where role-playing games with strong narrative and puzzle elements are considered RPG-adventures. Adventure games are classified separately from puzzle video games.
Although an adventure game may involve puzzle-solving, adventure games involve a player-controlled avatar in an interactive story. Adventure games contain a variety of puzzles, decoding messages and using items, opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, reveal more of the game story. Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common; some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey, which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface. Games that require players to navigate mazes have become less popular, although the earliest text-adventure games required players to draw a map if they wanted to navigate the abstract space.
Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in the game, so the
The Guardian is a British daily newspaper. It was founded in 1821 as The Manchester Guardian, changed its name in 1959. Along with its sister papers The Observer and The Guardian Weekly, the Guardian is part of the Guardian Media Group, owned by the Scott Trust; the trust was created in 1936 to "secure the financial and editorial independence of the Guardian in perpetuity and to safeguard the journalistic freedom and liberal values of the Guardian free from commercial or political interference". The trust was converted into a limited company in 2008, with a constitution written so as to maintain for The Guardian the same protections as were built into the structure of the Scott Trust by its creators. Profits are reinvested in journalism rather than distributed to shareholders; the current editor is Katharine Viner: she succeeded Alan Rusbridger in 2015. Since 2018, the paper's main newsprint sections have been published in tabloid format; as of November that year, its print edition had a daily circulation of 136,834.
The newspaper has an online edition, TheGuardian.com, as well as two international websites, Guardian Australia and Guardian US. The paper's readership is on the mainstream left of British political opinion, its reputation as a platform for liberal and left-wing editorial has led to the use of the "Guardian reader" and "Guardianista" as often-pejorative epithets for those of left-leaning or "politically correct" tendencies. Frequent typographical errors in the paper led Private Eye magazine to dub it the "Grauniad" in the 1960s, a nickname still used today. In an Ipsos MORI research poll in September 2018 designed to interrogate the public's trust of specific titles online, The Guardian scored highest for digital-content news, with 84% of readers agreeing that they "trust what see in it". A December 2018 report of a poll by the Publishers Audience Measurement Company stated that the paper's print edition was found to be the most trusted in the UK in the period from October 2017 to September 2018.
It was reported to be the most-read of the UK's "quality newsbrands", including digital editions. While The Guardian's print circulation is in decline, the report indicated that news from The Guardian, including that reported online, reaches more than 23 million UK adults each month. Chief among the notable "scoops" obtained by the paper was the 2011 News International phone-hacking scandal—and in particular the hacking of the murdered English teenager Milly Dowler's phone; the investigation led to the closure of the News of the World, the UK's best-selling Sunday newspaper and one of the highest-circulation newspapers in history. In June 2013, The Guardian broke news of the secret collection by the Obama administration of Verizon telephone records, subsequently revealed the existence of the surveillance program PRISM after knowledge of it was leaked to the paper by the whistleblower and former NSA contractor Edward Snowden. In 2016, The Guardian led an investigation into the Panama Papers, exposing then-Prime Minister David Cameron's links to offshore bank accounts.
It has been named "newspaper of the year" four times at the annual British Press Awards: most in 2014, for its reporting on government surveillance. The Manchester Guardian was founded in Manchester in 1821 by cotton merchant John Edward Taylor with backing from the Little Circle, a group of non-conformist businessmen, they launched their paper after the police closure of the more radical Manchester Observer, a paper that had championed the cause of the Peterloo Massacre protesters. Taylor had been hostile to the radical reformers, writing: "They have appealed not to the reason but the passions and the suffering of their abused and credulous fellow-countrymen, from whose ill-requited industry they extort for themselves the means of a plentiful and comfortable existence, they do not toil, neither do they spin, but they live better than those that do." When the government closed down the Manchester Observer, the mill-owners' champions had the upper hand. The influential journalist Jeremiah Garnett joined Taylor during the establishment of the paper, all of the Little Circle wrote articles for the new paper.
The prospectus announcing the new publication proclaimed that it would "zealously enforce the principles of civil and religious Liberty warmly advocate the cause of Reform endeavour to assist in the diffusion of just principles of Political Economy and support, without reference to the party from which they emanate, all serviceable measures". In 1825 the paper merged with the British Volunteer and was known as The Manchester Guardian and British Volunteer until 1828; the working-class Manchester and Salford Advertiser called the Manchester Guardian "the foul prostitute and dirty parasite of the worst portion of the mill-owners". The Manchester Guardian was hostile to labour's claims. Of the 1832 Ten Hours Bill, the paper doubted whether in view of the foreign competition "the passing of a law positively enacting a gradual destruction of the cotton manufacture in this kingdom would be a much less rational procedure." The Manchester Guardian dismissed strikes as the work of outside agitators: " if an accommodation can be effected, the occupation of the agents of the Union is gone.
They live on strife "The Manchester Guardian was critical of US President Abraham Lincoln's conduct during the US Civil War, writing on the news that Abraham Lincoln had been assassinated: "Of his rule, we can never speak except as a series of acts abhorrent to every true notion of constitutional right and human liberty " C. P. Scott ma
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