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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Wilmington 1898 — An American Coup

Wilmington, North Carolina once had a thriving Black middle class and an elected interracial government. In 1898 white supremacists used violence to overthrow that government, kill Black residents and drive many others from the city.

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BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
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Wikipedia

Computers in Entertainment

Computers in Entertainment
LanguageEnglish
Edited byNewton Lee
Publication details
History2003–2018
Publisher
FrequencyQuarterly
Standard abbreviations
ISO 4Comput. Entertain.
Indexing
ISSN1544-3574
LCCN2003212230
OCLC no.712803318
Links

Computers in Entertainment was an online academic journal and magazine that featured both peer-reviewed articles as well as news content covering entertainment technology, products, services, and notable people. The editor-in-chief was Newton Lee and the journal was published from 2003 to 2018 by the Association for Computing Machinery. From 2009 to 2011, Adrian David Cheok and Masa Inakage were co-editors-in-chief together with Lee.

Abstracting and indexing

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The journal is abstracted and indexed in:

References

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  1. ^ a b "Computers in Entertainment". MIAR: Information Matrix for the Analysis of Journals. University of Barcelona. Retrieved 2018-12-30.
  2. ^ "Content/Database Overview - Compendex Source List". Engineering Village. Elsevier. Retrieved 2018-12-30.
  3. ^ "Master Journal List". Intellectual Property & Science. Clarivate Analytics. Retrieved 2018-12-30.
  4. ^ "Inspec list of journals" (PDF). Inspec. Institution of Engineering and Technology. Retrieved 2018-12-30.
  5. ^ "Source details: Computers in Entertainment". Scopus preview. Elsevier. Retrieved 2018-12-30.
[edit]

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

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Wikipedia

Computers in Entertainment

Computers in Entertainment was an online academic journal and magazine that featured both peer-reviewed articles as well as news content covering entertainment technology, products, services, and notable people. The editor-in-chief was Newton Lee and the journal was published from 2003 to 2018 by the Association for Computing Machinery. From 2009 to 2011, Adrian David Cheok and Masa Inakage were co-editors-in-chief together with Lee.

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Wikipedia

VideoGames & Computer Entertainment

VideoGames & Computer Entertainment (abbreviated as VG&CE) was an American magazine dedicated to covering video games on computers, home consoles and arcades. It was published by LFP, Inc. from the late 1988 until the mid-1990s. Offering game reviews, previews, game strategies and cheat codes as well as coverage of the general industry, VG&CE was also one of the first magazines to cover both home console and computer games. The magazine gave out annual awards in a variety of categories, divided between the best of home video games and computer video games. The magazine featured original artwork by Alan Hunter and other freelance artists.

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Wikipedia

Video game

A video game, computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar! In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s, and companies like Atari, Mattel, and Coleco also released highly successful consoles for the home market: however, loss of publishing control and saturation of the console gaming market led to the crash of the North American video game market in 1983. Following the crash, the industry matured and diversified: by the late 1980s video game consoles became dominated by Japanese companies such as Nintendo, Sega, and later Sony, whereas the Microsoft Windows (and MS-DOS before it) line of operating systems increasingly came to dominate the computer gaming space, with multiplayer online PC games seeing the establishment of the nascent eSports scene. Arcades on the other hand steadily lost their technological edge and popularity by the end of the 1990s in the face of advancements in the console and computer space, especially in North America and Europe, while in the handheld space Nintendo achieved dominance with the Game Boy line. By the 2000s, Sega exited the console space, and from then on the landscape has been dominated by the "big three" console manufacturers of Nintendo, Sony, and Microsoft. At this time the core industry also increasingly centered on "AAA" games, leaving less room for riskier, experimental, and lower-budget games. Coupled with increasing availability of high-speed Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.

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Wikipedia

Entertainment

Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but it is more commonly one of the activities or events developed over thousands of years specifically to engage an audience. Although people's attention is captured by different things due to individual preferences, most forms of entertainment are recognisable and familiar. Storytelling, music, drama, dance, and various kinds of performance exist in all cultures, were supported in royal courts, and developed into sophisticated forms over time, eventually becoming available to the general public. Modern times have accelerated this process through an entertainment industry that records and sells entertainment products. Entertainment can be adapted to suit any scale, ranging from an individual choosing private entertainment from an enormous array of pre-recorded products, to a banquet for two, to parties of any size with music and dance, to performances for thousands, and even global audiences. The experience of being entertained is strongly associated with amusement, so one common understanding is fun and laughter, although many entertainments serve serious purposes. This can occur in various forms of ceremony, celebration, religious festival, or satire. Therefore, what appears as entertainment may also be a means of achieving insight or intellectual growth. A key aspect of entertainment is the audience, which transforms a private recreation or leisure activity into entertainment. The audience may have a passive role, as in people watching a play, opera, television show, or film; or an active role, as in games, where participant and audience roles can interchange. Entertainment can be public or private, involving formal, scripted performances such as theatre or concerts, or unscripted and spontaneous, as with children's games. Most forms of entertainment have persisted for centuries, evolving due to cultural, technological, and fashion changes, as seen with stage magic. Films and video games, though using newer media, continue to tell stories, present drama, and play music. Festivals devoted to music, film, or dance entertain audiences over consecutive days. Some entertainment, such as public executions, is now illegal in most countries. Activities like fencing or archery, once used in hunting or war, have become spectator sports. Similarly, other activities, such as cooking, have evolved into performances among professionals, staged as global competitions, and broadcast for entertainment. What is entertaining for one group or individual may be considered work or cruelty by another. Familiar forms of entertainment can cross over into different media and have demonstrated seemingly unlimited potential for creative remix, ensuring the continuity and longevity of many themes, images, and structures.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Who was the first African-American woman millionaire in the United States?

Madam C.J. Walker