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Monday, March 13, 2023

MoveOn

From Wikipedia, the free encyclopedia

Formation1998; 25 years ago
Executive Director
Rahna Epting
Websitemoveon.org

MoveOn (formerly known as MoveOn.org) is a progressive public policy advocacy group and political action committee. Formed in 1998 around one of the first massively viral email petitions, MoveOn has since grown into one of the largest grassroots progressive campaigning communities in the United States, with a membership of millions. MoveOn did not endorse a candidate during the 2020 presidential primary campaign; it then endorsed and actively supported Joe Biden in the general election. Rahna Epting became Executive Director of both MoveOn Civic Action and MoveOn Political Action in 2019.

Structure

MoveOn comprises two legal entities, organized under different sections of U.S. tax and election laws. MoveOn.org Civic Action is a 501(c)(4) nonprofit corporation, and was formerly called MoveOn.org. It focuses on education and advocacy on national issues. MoveOn.org Political Action is a federal political action committee, and was formerly known as MoveOn PAC. It conducts a wide range of activities directly, and also contributes to the campaigns of many candidates across the country. MoveOn describes the legal structure of the Civic Action as that of "a California nonprofit public-benefit corporation" and the structure of MoveOn.org Political Action as that of "a California nonprofit mutual benefit corporation," and refers to both corporations collectively as "MoveOn".

On January 17, 2019, MoveOn announced that executive directors Anna Galland and Ilya Sheyman were departing in 2019 after 6 years of serving as co-executive directors from 2013 to 2019. On May 29, 2019, MoveOn further announced that its next executive director would be Rahna Epting. Her appointment took effect during the week of October 14, 2019. The president of MoveOn Civic Action's board is former executive director Anna Galland. Past board members include co-founders Joan Blades, Wes Boyd, former executive director Eli Pariser, former executive director Justin Ruben, and former Chief Operating Officer Carrie Olson.

History

MoveOn started in 1998 as an e-mail group, MoveOn.org, created by software entrepreneurs Joan Blades and Wes Boyd, the married cofounders of Berkeley Systems. They started by passing around a petition asking Congress to "Censure President Clinton and Move On to Pressing Issues Facing the Nation", as opposed to impeaching him. The one-sentence petition, passed around by email, gathered half a million signatures, making it one of the first "viral" email-based petitions. It did not dissuade the House of Representatives from impeaching the President. The couple went on to start similar campaigns calling for arms inspections rather than an invasion of Iraq, and campaign finance reform.

Opposing Clinton's impeachment

The MoveOn.org domain name was registered on September 18, 1998, following the September 11, 1998, release of the Independent Counsel Starr Report. The MoveOn website was launched initially to oppose the Republican-led effort to impeach Clinton. Initially called "Censure and Move On", it invited visitors to add their names to an online petition stating that "Congress must Immediately Censure President Clinton and Move On to pressing issues facing the country."

The founders were computer entrepreneurs Joan Blades and Wes Boyd, the married cofounders of Berkeley Systems, an entertainment software company known for the flying toaster screen saver and the popular video game series You Don't Know Jack. After selling the company in 1997, Blades and Boyd became concerned about the level of "partisan warfare in Washington" following revelations of President Bill Clinton's affair with Monica Lewinsky.

At the time of MoveOn's public launch on September 24, it appeared likely that its petition would be dwarfed by the effort to oust Clinton. A reporter who interviewed Blades on the day after the launch wrote, "A quick search on Yahoo turns up no sites for 'censure Clinton' but 20 sites for 'impeach Clinton,'" adding that Scott Lauf's impeachclinton.org website had already delivered 60,000 petitions to Congress. Google Groups Salon.com reported that Arianna Huffington, then a right-wing commentator, had collected 13,303 names on her website, resignation.com, which called on Clinton to resign.

Within a week, support for MoveOn had grown. Blades called herself an "accidental activist" and said: "We put together a one-sentence petition. ... We sent it to under a hundred of our friends and family, and within a week we had a hundred thousand people sign the petition. At that point, we thought it was going to be a flash campaign, that we would help everyone connect with leadership in all the ways we could figure out, and then get back to our regular lives. A half a million people ultimately signed and we somehow never got back to our regular lives." MoveOn also recruited 2,000 volunteers to deliver the petitions in person to members of the House of Representatives in 219 districts across America, and directed 30,000 phone calls to district offices.

According to Blades, "Then two weeks after the November 1998 election, Congress went ahead and voted to impeach. When you become active in the system and communicate to your representatives, and they don't vote in accordance with your values, your next responsibility is to support candidates who will. All of a sudden we were signed up until 2000." In response to the impeachment vote, MoveOn launched a "We will remember" campaign, asking its members to sign a pledge that "we will work to defeat Members of Congress who voted for impeachment or removal. To give substance to this pledge, we are also pledging, today, our maximum possible dollar contribution to opposing candidates in the year 2000."

In early 1999, MoveOn continued to pursue bipartisan appeal, recruiting GOP moderate Larry Rockefeller, a New York environmental attorney and heir to the Rockefeller fortune, as the public face of a "Republican Move On" aimed at mobilizing anti-impeachment Republicans. As the 2000 elections neared, however, the organization gravitated toward the Democratic Party. 1999 also marked MoveOn's first foray into issues other than Clinton's impeachment. Following the shootings at Columbine High School near Littleton, Colorado, Blades and Boyd launched a "Gun Safety First" petition to promote the "common sense regulation of firearms", such as child safety standards for gun manufacturers and laws forcing gun-show operators to enact more-stringent background checks on buyers.

Creation of MoveOn PAC

In June 1999, MoveOn established its own political action committee, the MoveOn PAC, with the ability to accept contributions online via credit card. It was not the first organization to fundraise online for political candidates, but its success was unprecedented, raising $250,000 in its first five days of operation and $2 million over the course of the 2000 election to help elect four new Senators and five new House members. "That may not seem like a lot of money to most people, but it was a revolution in fundraising for campaigns from average citizens," Blades said. According to Michael Cornfield, director of the Democracy On Line Project at George Washington University, MoveOn's achievement created "a change in attitude" in the political fundraising community. "It is like a bell has gone off," he said. "The race is on. 'Let's raise money online.'" He compared MoveOn's achievement with the pioneering of direct-mail fundraising in the 1970s by conservative fundraisers such as Richard Viguerie.

The most significant innovation was MoveOn's success at raising funds from small donors, with an average contribution size of $35. Prior to the Internet, small-donor fundraising was prohibitively expensive, as costs of printing and postage ate up most of the money raised. By comparison, MoveOn's fundraising costs were minimal, with credit card transaction fees constituting their biggest expense. "If candidates can use the Internet to raise significant funds through small donations and attract and organize volunteers at relatively little cost and labor, it could radically alter the balance of power in politics," observed political reporter Joan Loawy. "Suddenly candidates with fewer resources are more viable and the clout of moneyed special interests is diminished."

The $2 million that MoveOn raised, however, was substantially less than the $13 million that its members had pledged they would give to defeat Republicans when passions were running high over the Clinton impeachment. According to Mike Fraioli, a Washington-based fundraiser for Democratic candidates, MoveOn missed an opportunity by waiting until the impeachment hearings were over before it began trying to collect campaign contributions. "Never let your pledges hang out there," Fraoli said. "Things change, the world changes. All the emotion that existed a year ago no longer exists today."

The 2000 elections also saw MoveOn's first effort at web-based voter registration with the launch of votepledge.org. It also weighted in regarding the 2000 presidential election, warning its members that voting for Ralph Nader could throw the election to George W. Bush. "Many (Nader supporters) say they never got into the race to play the spoiler," said an email message from Wes Boyd. "What was positioned as a safe protest vote has now become a kind of kamikaze vote."

Development of ActionForum.com

In January 2000, MoveOn rolled out ActionForum.com, an Internet discussion forum designed to solicit public involvement in policymaking. "Unlike most chat rooms, in which the loudest voices often rule, the site allows members to rank the comments they respect," explained the Contra Costa Times. "Those with the highest rankings move to the top. ... ActionForum aims to be an Internet chat room with accountability. In a typical chat room, users sign on anonymously. On ActionForum, users are required to address their letters with their real names, as well as their profession and city of residence." As a test subject for the new chat form, Blades and Boyd chose one of the most controversial issues for 2000 in their home town of Berkeley, California: a draft revision of the Berkeley General Plan, a document that aims to set the city's goals for everything from zoning laws to transportation, housing and community safety. The forum was initially greeted with enthusiasm by city government officials as an online means of soliciting community feedback. Blades and Boyd also supported the Berkeley Party, which attempted to builds a political platform for the city centered around the ActionForum, with "no back room deals, no insiders," making it "unlike another political party in the world." The ActionForum.com never really caught on with Berkeley residents, and efforts to use it for municipal purposes were abandoned in 2001. In the meantime, however, it became an important vehicle through which MoveOn received advice and suggestions from its own members.

In March 2001, MoveOn joined forces with the nonprofit advocacy site Generation Net, an online advocacy organization headed by Peter Schurman. He became MoveOn's first full-time, salaried executive director, taking on administrative tasks that until then had been performed on a volunteer basis by Blades and Boyd. Issues prioritized by MoveOn in 2001 included support for the McCain-Feingold campaign-finance reform bill, environmental protection and opposition to the Bush administration's proposal to abolish estate taxes for the wealthy. MoveOn also responded to electrical blackouts and skyrocketing energy costs in California by calling for cost controls on electricity utility companies, organizing a nationwide "roll your own energy blackout" - a voluntary, three-hour electricity-free evening on June 21, in which more than 10,000 participants turned out lights and unplugged TVs and other appliances to protest Bush's energy plan.

Anti-war organizing

Following the terrorist attacks of September 11, 2001, MoveOn launched an online campaign calling for "justice, not escalating violence." It collected 30,000 signers for a statement that argued: "To combat terrorism, we must act in accordance with a high standard that does not disregard the lives of people in other countries. If we retaliate by bombing Kabul and kill people oppressed by the Taliban dictatorship who have no part in deciding whether terrorists are harbored, we become like the terrorists we oppose. We perpetuate the cycle of retribution and recruit more terrorists by creating martyrs." Eventually, this led to them working on behalf of Eli Pariser's similar 9-11peace.org petition. Pariser later joined MoveOn as its executive director. This led to a period of substantial growth and increased visibility for the organization.

During the buildup to the invasion of Iraq, MoveOn began running a multi-front campaign opposing the war. Activities included anti-war petitions calling for "No War on Iraq". In July 2002, Executive Director Eli Pariser urged its members to oppose the war by sending letters to the editor of their local newspapers, offering sample form letters that members could use. Several of these form-based letters were printed in newspapers including the St. Petersburg Times, the Claremont Courier, and the Times Herald-Record of Middletown, NY.

On August 17, 2002, MoveOn launched an online petition against the war, collecting 220,000 signatures in two months. As it had done with the petition against Clinton's impeachment, it organized volunteers who hand-delivered the signatures to senators and representatives before the congressional vote on the war powers resolution. In October 2002, a MoveOn fundraising appeal raised $1 million in two days' time for what it called four "heroes of the anti-war effort" in Congress who opposed the Iraq resolution: Senator Paul Wellstone of Minnesota, Reps. Rick Larsen and Jay Inslee of Washington, and Rep. Rush D. Holt, Jr. of New Jersey. However, MoveOn also worked to raise money for Democratic candidates who supported the Iraq resolution, some of whom were locked in tight races in moderate or conservative states, including Missouri Sen. Jean Carnahan, and Senate candidates Ron Kirk in Texas, Jeanne Shaheen in New Hampshire, Tim Johnson in South Dakota and Mark Pryor in Arkansas. All told, it raised $3.5 million for the 2002 election cycle.

In September 2002, it issued a bulletin by Susan Thompson, "Selling the War on Iraq", offering "lessons in PR from previous wars" and warning that "the costs of regime change" would "cost a whopping $200 billion". MoveOn predicted that "regular people will probably have to foot the bill" while anyone with ties to the oil companies will probably profit immensely."

MoveOn also joined with 14 other organization to form the Win Without War coalition, which also included the National Council of Churches, the National Association for the Advancement of Colored People, and the National Organization for Women. Win Without War in turn helped organize Artists United to Win Without War, a group of more than 100 anti-war actors, producers and directors from Hollywood. In December 2002, MoveOn launched another petition, titled "Let the Inspections Work", with the goal of raising $40,000 to pay for a full-page anti-war appeal in the New York Times. Instead, its members sent in nearly $400,000. With the additional funds, it sponsored anti-war radio spots and TV ads in 13 major cities. Modeled after the famous "Daisy" ad from Lyndon B. Johnson's 1964 presidential campaign against Barry Goldwater, the TV ads warned that war with Iraq could spark nuclear armageddon. According to an account in the Los Angeles Times, "To generate buzz - essentially free advertising - for its own antiwar television spot, MoveOn.org hired Fenton Communications, the same company that promoted Arianna Huffington's recent anti-SUV ads. ... A week after its TV ad first appeared on the news, MoveOn.org reported that its membership had grown by 100,000. The ad was covered on virtually every major network. It was shown and discussed on news programs in Australia, Pakistan, Russia and Japan. The tally is ongoing, but the ad generated at least 110 television news stories and dozens in print, according to an Interim Media Coverage Report by Fenton Communications." It also attempted to place anti-war advertisements on the sides of buildings, billboards and buses but was thwarted when Viacom, which owns the largest outdoor-advertising entity in North America, refused to run the ads.

By early 2003, MoveOn boasted more than 750,000 members in the United States and hundreds of thousands more overseas. As war in Iraq neared, its member base grew and the pace of its activities accelerated. Whereas the Nexis/Lexis news database recorded 155 mentions of MoveOn in 2002, in 2003 there were 2,226 mentions. In January 2003, more than 9,000 of its members, organized into small delegations, visited more than 400 home offices of U.S. senators and representatives across the nation to present the petitions in person. In February 2003, MoveOn teamed up with Win Without War to sponsor a "virtual march on Washington" that generated more than 1 million phone calls and faxes to politicians opposing the invasion.

In June 2003, two months after the Pentagon declared an end to "major combat operations in Iraq," MoveOn teamed up again with Win Without War to purchase a full-page ad in the New York Times that labeled Bush a misleader and demanded an independent commission to determine the truth about US intelligence on Iraq, declaring, "It would be a tragedy if young men and women were sent to die for a lie."

In 2007, MoveOn organized the anti-war lobbying coalition Americans Against Escalation in Iraq.

Virtual primary for the 2004 presidential election

In June 2003, MoveOn held what it called "the first online primary of the modern age," and Howard Dean won a plurality of 44 percent of the vote, with 139,360 votes. The methodology of the primary, however, attracted criticism from a staff member of the Richard A. "Dick" Gephardt campaign, who complained of "vote-rigging" because only three of the Democratic primary candidates—Dean, John Kerry, and Dennis Kucinich—had been invited to send detailed messages to MoveOn members in advance of the online voting. MoveOn called the Gephardt charge "absurd", stating that Dean, Kerry and Kucinich "were chosen by MoveOn members" and that their candidate emails included "links to the sites of ALL the other 6 candidates. ... The Gephardt campaign, and all others, were made fully aware of this process from the beginning, and chose to participate. The process was not changed. 96% of MoveOn respondents voted to endorse the selection process."

An opinion piece for the New York Times noted that MoveOn's "effort is more extensive than most—enthusiasts clicked on for the two-day primary that drew more than 300,000 voters. The virtual tally—results of which were not expected until today [Friday, June 27, 2003, at noon]—would top the combined turnouts in Iowa, New Hampshire and South Carolina in 2000.

There were complaints about some of MoveOn's electioneering strictures. After coming into being with an internet petition against President Bill Clinton's impeachment, MoveOn has become an electronic precinct machine, steadily attracting more than one million enrolled members with criticisms of the George W. Bush administration and quietly raising more than $7 million for Democratic candidates. If a contender can draw at least 50 percent in the elbow-throwing field, the result will mean a formal endorsement with money and volunteers to follow.

Take Back the White House Campaign

In April 2004, MoveOn organized a “Take Back the White House" campaign, which included 1,100 bake sales across the U.S., rallied 500,000 volunteers, and raised $750,000 for ads targeting Bush's military record.

Fahrenheit 9/11

In June 2004, MoveOn organized a response to criticism of Michael Moore's controversial film, Fahrenheit 9/11, calling on its members to send supportive emails to movie theaters. More than 110,000 MoveOn members pledged to go see the film once it opened. According to MoveOn's Eli Pariser, its influence on moviegoer turnout may be even larger than that number suggests. "When I went to Waterville, Maine and asked how many people from MoveOn were there, probably three-quarters of the people there said yes," Pariser told Variety.

MoveOn also organized nearly 3,000 "Turn Up the Heat" house parties on the Monday following its first weekend in theaters. Attendees listened via Internet hookup and participated via a live online map-based town hall application in a 30-minute talk by Moore and MoveOn organizers, and then signed up to participate in voter-registration drives and other activities aimed at unseating Bush and other Republicans in the November 2004 U.S. elections.

2006 "Call for Change" Campaign

In preparation for the 2006 midterm elections, MoveOn created a new system for soliciting potential voters named Call for Change. As part of the Call for Change effort, MoveOn reported that it placed over seven million phone calls to registered voters.

Facebook and Beacon

In November 2007, a drive spearheaded by MoveOn caused Facebook to change its controversial new Beacon program, which notified Facebook users about purchases by people on their friends list. The Facebook group "Petition: Facebook, stop invading my privacy!" had over 54,000 members at the time the announcement was made that Facebook was changing Beacon to an opt-in system.

2008 presidential endorsement

On February 1, 2008, MoveOn announced it had endorsed Sen. Barack Obama, rather than Sen. Hillary Clinton, the former First Lady, in the 2008 Presidential election. MoveOn said it had never endorsed a Presidential candidate before. MoveOn also launched a television advertisement critical of John McCain, Obama's Republican opponent for the presidency. The ad was titled "Not Alex" and featured a young mother telling McCain that she would not allow her young son to be sent to Iraq.

2016 election efforts

Run Warren Run

In December 2014, MoveOn.org began their campaign to get Senator Elizabeth Warren (D-MA) to run to be the 45th President of the United States. MoveOn.org's plan to get Warren to run for office included getting their large base of supporters to sign a petition urging Warren to run, spending roughly a million dollars on television advertisements in Iowa and New Hampshire, the states that kicked off the presidential nomination process, and creating a website called "Run Warren Run". When asked about the "Run Warren Run" campaign, Ilya Sheyman, MoveOn.org's executive director, made it clear that the mindset behind the campaign was to show Senator Warren that there was a path for her to the presidency and that there was a substantial amount of grass-roots energy in key states that would support her if she chose to do so. By the end of the campaign, MoveOn.org got 365,000 signatures showing support for Warren and had planned, organized, and executed over 400 events. In the end, Warren did not run for the 2016 presidency.

Support for Bernie Sanders

After failing to get Senator Warren to run for the presidency, MoveOn.org chose to back Senator Bernie Sanders (I-VT) after 78% of its membership voted in favor of him rather than Hillary Clinton or Martin O'Malley. Ilya Sheyman claimed that Bernie Sanders' consistent fortitude in regards to standing up to big money and corporate interests really resonated with their members.

Democratic candidates were invited to participate in an online forum, which involved the candidates answering questions submitted by MoveOn members via video. Sen. Bernie Sanders and former Maryland Gov. Martin O'Malley agreed.

MoveOn endorsed Senator Sanders for President of the United States after holding online elections in which 340,665 members reportedly cast their ballot. 78.6% of these supported the Junior Senator from Vermont, while 14.6% and 0.9% threw themselves behind Former Secretary of State Hillary Clinton and Former Maryland Governor Martin O'Malley, respectively.

United Against Hate

In response to the rhetoric of Donald Trump during the 2016 presidential election, MoveOn ran a general-election campaign in 2016 under the headline "United Against Hate" which hired dozens of organizers in key battleground states and utilized volunteer-to-voter contact, digital advertising, video production, and cultural organizing to try to affect the outcome of the election. Celebrity supporters of this effort included Shonda Rhimes, Kerry Washington, Julianne Moore, Macklemore, and Neil Patrick Harris. It has taken credit for helping to promote the 2016 Donald Trump Chicago rally protest, and for paying for printing protest signs and a banner. The goal of the campaign was to stop Trump, whom MoveOn viewed as a "dangerous" and "divisive" leader. Trump went on to win the 2016 Presidential Election.

Organizing as part of the Anti-Trump Resistance

MoveOn organized its first protest of the Trump era on the day after the election in 2016, when it called for protests of "solidarity, resilience, and resolve," resulting in protests organized in under 24 hours in a number of cities. It was active in leading protests against the Trump agenda and Trump's rhetoric for all four years of his presidency, including pushing for his impeachment, working to block legislative priorities like the repeal of the Affordable Care Act, and defending the functions of democracy, including serving as one of the organizations most active in the Nobody Is Above The Law coalition, which organized grassroots events to press for the release of the Mueller report. MoveOn helped organize a range of grassroots mobilizations pushing back on Trump's actions, including the 2019 Presidents Day protest. All in all, MoveOn was one of the organizations that was most active in the anti-Trump Resistance movement.

2018 "Families Belong Together" Mobilization

MoveOn was one of the leading organizations that called for and supported protests around the country in summer 2018 to respond to the Trump Administration's introduction of immigrant family separation at the US-Mexico border. In over 750 cities, ranging from very large cities to much smaller towns and rural areas, hundreds of thousands of people marched to protest the Trump Administration policy.

2018 Midterm Election Program

MoveOn ran a major grassroots and digital campaign to influence the outcome of the 2018 midterms, and to help elect Democrats and defeat Republicans in order to flip the House. One signature program was Real Voter Voices, an effort aimed at persuading voters to cast their ballots for Democrats by collecting and distributing selfie videos made by MoveOn members all over the country. MoveOn was one of the top spenders on Facebook ads in the weeks running up to the 2018 election.

2019 campaign to impeach Donald Trump

Following the April 2019 release of the Mueller report, the MoveOn website launched an initiative to support the Democrat-led effort to impeach Trump, saying "censure does not go far enough. It doesn't have any teeth to it." This position was notable because MoveOn was created to encourage congress to "move on" during the Clinton–Lewinsky scandal and not impeach President Clinton.

2019 leadership change

On January 17, 2019, MoveOn announced that executive directors Anna Galland and Ilya Sheyman would depart in 2019 after 6 years of leadership.

On May 29, 2019, MoveOn further announced that its next executive director would be Rahna Epting, the first person of color to lead the organization. Born to African-American and Iranian parents, she has held senior roles in organizations including Service Employees International Union, Every Voice, Wellstone Action, and the Alliance For Youth Organizing. At MoveOn she held a number of senior roles in the 2 years leading to this appointment. On October 17, 2019, MoveOn announced that Epting has assumed the role of executive director.

2020 election campaign

MoveOn's 2020 election campaign aimed to "Mobilize, Inspire, and Protect" the vote.

Communication methods

MoveOn uses a wide range of methods to communicate with, organize, and mobilize its millions of members, including email, SMS messages, Twitter, Facebook, Instagram, videos distributed through various online platforms, and field organizing strategies including leadership training.

MoveOn has advertised in new and traditional media formats, with publicity strategies including billboards, digital ads, bus signs, and bumper stickers.

MoveOn has collaborated with groups in organizing street demonstrations, bake sales, house parties, and other opportunities.

Changes in federal election laws have impacted groups like MoveOn. The McCain-Feingold Campaign Finance Reform legislation, which went into effect in 2002, allows political parties to raise larger amounts of "hard money" contributions, but bans unlimited soft money contributions to the national political parties and prohibits federal officeholders from soliciting "soft money". MoveOn, like many other political organizations which sought to influence the 2004 election, was able to circumvent this legislation using a 527 group, which became inactive in 2005 and closed in 2008.

On May 16, 2011, MoveOn.org debuted SignOn.org, a non-profit hosting service for Internet petitions, and in 2013, SignOn.org became MoveOn Petitions.

Model

Internationalization of the MoveOn model

From the start, MoveOn.org's model was able to combine net activism with meaningful political activism. As MoveOn.org developed its presence within politics into the one that it has today, the model and structure that they developed became desirable to other organizations who face similar challenges. One person who aided in the internationalization of the MoveOn Model is MoveOn.org's former advocacy director, Ben Brandzel. In 2007 after leaving MoveOn to work on John Edwards presidential campaign, Brandzel headed to Australia to help a young Internet driven group called GetUp!. According to their website, GetUp! is "an independent movement to build a progressive Australia and bring participation back into [their] democracy." When Brandzel arrived in Australia to help GetUp!, he realized that GetUp! was facing similar opportunities and challenges to MoveOn.org. Brandzel then helped GetUp! implement similar structure and campaigns as MoveOn.org and they were able to achieve results at a rate that he says were "three times the pace of MoveOn in the U.S." From this, he concluded that the success MoveOn.org achieved was not a fluke, rather it was a model that could be applied to different scenarios and could help other organizations achieve similar results in regards to net and political activism. MoveOn.org's model helped shape and mold GetUp!'s organizational leadership in online campaigning, the communication within the organization, and their theory on how to create concrete political change.

Criticism

MoveOn was criticized by the Anti-Defamation League, among others, when a member-submitted advertisement which drew parallels between President George W. Bush and Adolf Hitler was submitted to their online ad contest "Bush in 30 Seconds". The ad was part of an online MoveOn-sponsored contest during the 2004 presidential election in which members were invited to create and submit political ads challenging President Bush and his administration. The ad was quickly pulled off the website.

Fox News criticized the organization after it successfully encouraged the 2008 Democratic presidential candidates not to attend two debates sponsored by the network. Fox News advisor David Rhodes and the network's commentators Sean Hannity and Bill O'Reilly have also made accusations that MoveOn.org "owns" the Democratic Party and George Soros "owns" MoveOn.org.

Google and MoveOn have been accused of selective adherence to trademark law for removing ads from Google Adwords for Maine Senator Susan Collins, citing infringement of MoveOn trademarks. Wired stated on October 15, 2007, that the "left-leaning political advocacy group, MoveOn.org, is backing down" and will allow Google to show the ads. MoveOn.org communications director Jennifer Lindenauer said: "We don't want to support a policy that denies people freedom of expression."

On June 17, 2008, MoveOn emailed its members stating that it had produced "the most effective TV ad we've ever created." The ad depicts a mother telling Republican senator and presumptive nominee John McCain that she will not let him use her infant son, Alex, as a soldier in the war in Iraq. Subsequent to the ad's release, Jon Stewart, host of The Daily Show, "praised" MoveOn for "10 years of making even people who agree with you cringe." The New York Times op-ed contributor Bill Kristol criticized the ad in an essay, including pointing out that the "United States has an all-volunteer Army. Alex won't be drafted, and his mommy can't enlist him. He can decide when he's an adult whether he wants to serve."

David Petraeus advertising controversy

In 2007, MoveOn received bipartisan criticism for running a print ad in The New York Times that questioned the personal integrity of General David Petraeus, with headlines such as "General Petraeus or General Betray Us?" and "Cooking the Books for the White House". On September 20, 2007, the Senate passed an amendment by Republican John Cornyn of Texas designed to "strongly condemn personal attacks on the honor and integrity of General Petraeus". All 49 Republican senators, as well as 22 Democratic senators, voted in support. The House passed a similar resolution by a 341–79 vote on September 26, 2007.

On September 20, 2007, The Washington Post stated: "Democrats blamed the group Moveon.org for giving moderate Republicans a ready excuse for staying with Bush and for giving Bush and his supporters a way to divert attention away from the war."

The New York Times public editor Clark Hoyt later stated in an op-ed that MoveOn was mistakenly charged US$77,000 less for the ad than it should have been under Times policies, and MoveOn announced that it would pay The New York Times the difference in price.

MoveOn.org ran more ads using a 'betrayal' theme, with TV spots targeting former President Bush and former Republican presidential candidate Rudy Giuliani. Giuliani ran his own full-page ad in The New York Times on September 14, 2007. Giuliani asked for and received a similar reduced fee as MoveOn.org, paying US$65,000.

Fundraising

Since 1998, MoveOn has raised millions of dollars for many Democratic candidates. Once becoming the executive director, Rahna Epting stated MoveOn would spend $20 million "to defeat Donald Trump, end Republican control of the Senate, and help Democrats hold the majority in the House of Representatives." In a statement released by the organization, Epting said the funds would be used to "drive creative and cultural interventions" and combat "digital voter suppression online."

Video game culture

From Wikipedia, the free encyclopedia

Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among middle class adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games.

People who regularly play video games often identify as gamers, a term that can mean anything from players who only enjoy casual gaming, to passionate enthusiasts and professional gaming competitors. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Playing video games can both be entertainment as well as competition, as the trend known as electronic sports or esports has become more widely accepted. Video game-focused gaming conventions have become popular social gathering events among computer enthusiasts since early 21st century, and gaming system reviews and gameplay streamings have become significant part of the geek culture.

Definition

Video game culture is broadly considered a description of the subculture of those who play video games. This not only includes gamers, players that frequently dedicate time and effort to playing video games, but also those players that participate less frequently and often through more casual games. Because of the interactive nature of video games, the video game culture differs from other subculture as there is interest not only in who plays video games (the demographics), but the types of video games they play, and how they play them.

The concept that video games had its own subculture was first suggested in 1996, but became more predominate as an area of academic study since the 2010s.

Demographics

As of 2016, the average age for a video game player is 31, a number slowly increasing as people who were children playing the first arcade, console and home computer games continue playing and adopting newer systems. The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female; however, research has also shown that women are less likely to self-identify as gamers out of fear of stigmatization.As of 2011 ESA reported that 71% of people age six to forty-nine in the United States played video games, with 55% of gamers playing on their smartphones or mobile devices. The average age of players across the globe is mid- to late 20s, and is increasing as older players grow in numbers.

One possible reason for the increase in players could be attributed to the growing number of video game genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as Wii Sports and Wii Fit, both requiring more physical activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older but still retain that interest in games. Currently, the largest entertainment industry for children is gaming. According to a 2008 telephone survey with a sample size of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.

LAN gaming

Video games are played in a variety of social ways, which often involve domestic gatherings or even in public places. A popular method of accomplishing this is a LAN (Local Area Network) party, which is hosted at a home and involves family and friends, creating a social event for people-friendly with each other. LAN parties are often held in large-scale events conducted in public spaces and have a great number of participants who might not usually socialize.

The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering (an event of several thousand) of dedicated game fans. Terry Flew in his book Games: Technology, Industry, Culture also emphasizes the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together". This raises the notion of McLuhan's "Global Village", as people can transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro also stresses the possibility of "Using technology to enhance one's social life", as friendships no longer have to be structured by physical proximity (e.g. neighbors, colleagues). Shapiro states that "the net (Online Gaming Communities) allows individuals to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships". Thus, such online communities satisfy a genuine need for affiliation with like-minded others.

Online gaming

Online gaming has drastically increased the scope and size of video game culture. Online gaming grew out of games on bulletin board systems and on college mainframes from the 1970s and 1980s. MUDs offered multiplayer competition and cooperation, but on a scope more geographically limited than on the Internet. The Internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and even TVs.

One of the most groundbreaking titles in the history of online video games is Quake, which offered the ability to play with sixteen and eventually up to thirty-two players simultaneously in a 3D world. Gamers quickly began to establish their organized groups, called clans. Clans established their own identities, their marketing, their form of internal organization, and even their looks. Some clans had friendly or hostile rivalries, and there were often clans who were allied with other clans. Clan interaction took place on both professionally set competition events, and during normal casual playing where several members of one clan would play on a public server. Clans would often do their recruiting this way; by noticing the best players on a particular server, they would send invitations for that player to either try out or accept membership in the clan.

Gamers of all ages play online games, with the average age being 33 years old.

'Clan'- or 'guild'-based play has since become an accepted (and expected) aspect of multiplayer video games, with several games offering cash-prize tournament-style competition to their players. Many clans and guilds also have active fan-bases, which, when combined with the 'tournament' aspect, contribute to turning clan-based gaming into a semi-professional sport.

Clans also allow players to assist each other in simulated combat and quests in-game advancement, as well as providing an online family for friendly socializing.

From Quake, online video games grew beyond first-person shooters and have impacted every genre. Real-time strategy, racing games, card games, sports games can all be played online. Online gaming has spread from its initial computer roots to console video games as well. Today, every major video game console available offers degrees of online gaming, some limited by particular titles, some even offer up entire virtual communities.

Competition

Slang and terminology

The DreamHack LAN party in 2004

Like other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with Internet slang, as well as Leetspeak, with many words such "pwn", as well as "noob", being direct carry-overs from Leetspeak. There are terms to describe video game events, game genres, gamer demographics, strategies, specific events, situations, and more. It is especially common among online games to encourage the use of neologisms for convenience in communication.

Most video games contain certain language or communication familiar to game and its player base. Overall the gaming community has common phrases that are used universally. The two most common phrases are "noob", which relates to a player who is low in skill and that they are relatively new to the game. The other phrase is "lol", which means "laughing out loud", this phrase is also used outside of gaming. There are also phrases that players use before and at the end of their matches. The abbreviation of "GL HF" is seen at the start meaning, "good luck, have fun". Then at the end, whether people win or lose, players use "GG", meaning "good game" to their opponents. A popular abbreviation the gaming culture created and uses is "AFK". This means "away from keyboard", and is used when a player is not using their keyboard or controller and are not paying attention.

Gaming networks

The shift from console-based or "shrink-wrap" video games to online games has allowed online games and massively-multiplayer online gaming today to develop highly advanced and comprehensive communication networks. With the freedom of the Internet's architecture, users can become producers of the technology and shapers of the growing networks. Compared to past eras where consumers had little means of communication with game developers and other communities beyond their geographical location, the Internet has created many methods of communication such as through the online bulletin board website, Reddit. Gamers can often develop sub-communities in-game clans and may use third party VOIP programs to communicate while playing games such as Skype, Ventrillo, Teamspeak or Discord. These video game communities may have nothing in common, or instead be designed for dedicated, skilled players, or even clans made for those with shared commonalities such as personality, ethnicity, heritage, language or gender.

Another key component of many video game networks is the connection between the player base and the game developers. Many game developers have outlets either through official website forums or social media where gamers can communicate with and provide feedback to the game developers. Likewise, these same places become key locations for game developers to communicate with their fans, were often dedicated employees act as liaisons as a bridge between the company and the community.

Some of the most advanced networks take place with massively-multiplayer online gaming where servers of tens of thousands can be present simultaneously in the same instance or environment. In major titles such as World of Warcraft and League of Legends, the player base is in the millions. With so many people, many of these communities may develop virtual economies that may use a barter system or currency system. In some games, the interest in the virtual economies may be so great players will spend real money through auction sites like eBay for virtual property and items, commonly known as RMT (Real Market Trading). Some game developers may ban RMT in their games, especially when it interferes with the equity of the game. That being said, other game developers embrace it with one game, Second Life, with its entire focus on the usage of real-life currency for everything in the game world.

Since smartphones became commonplace around 2007, mobile video games have seen rapid increases in popularity. The widespread appeal of simple, "time-killing" games, reminiscent of "social games" such as those found on Facebook, has set the stage for mobile video games to account for almost 35% of video games' total market share by 2017. Because games such as Clash of Clans offer in-game bonuses for referring new players to the game, mobile gamers have turned to social media sites to recruit their friends and family. Some games even offer integrated social media support to provide players with in-game chat or "friends" features for communicating and competing with other players. A large number of mobile game players has led to the creation of devoted forums, blogs, and tip sites similar to those committed to console video games. Popular video game publications, like Ars Technica and TouchArcade are even beginning to give significant coverage to mobile games.

Debate over social culture versus antisocial culture

There has been much debate among media theorists as to whether video games are an inherently social or anti-social activity. Terry Flew argues that digital games are "increasingly social, a trend that works against the mainstream media's portrayal of players as isolated, usually adolescent boys hidden away in darkened bedrooms, failing to engage with the social world." He asserts that games are played in very social and public settings; for example computers and consoles are often played in living areas of domestic homes, where people play with family or friends.

David Marshall argues against the rich source of "effects" based research, finding that games are "deliberating and anti-social forms of behavior". Rather suggesting that "the reality of most games is that they are dynamically social – the elaborate social conversations that emerge from playing games online in massive multi-player formats" (MMOG). Exemplifying 'The Sims Online', he states "has built up entire political and social structures in given communities' that provide an elaborate game life for participants". Gamers in these online worlds participate in many-to-many forms of communication and one-to-one correspondence. The games are not only massive; they are also "intimate and social".

Gosney argues that Alternate Reality Gaming is also inherently social, drawing upon Pierre Levy's (Levy 1998) notion of Collective Intelligence. He states that the game relied upon an "unprecedented level of corroboration and collective intelligence to solve the game". The issue of collective and corroborative team play is essential to ARG, thus are anything but a solitary activity.

Hans Geser further rejects the mainstream media view that video games as an anti-social activity, asserting "there is considerable empirical evidence that Second Life serves mainly to widen the life experience of individuals who have already a rich 'First Life', not as a compensating device for marginal loners." Thus highlighting the "fantastic social possibilities of Second Life", as the intangible reward of social belongingness is of paramount importance. Bray and Konsynski also argue the ability of the technology "to enrich their lives", as most Millennials report: "No difference between friendships developed in the real world vs. friendships developed online, and most use the Internet to maintain their social networks and plan their social activities".

Social implications of video games

The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content. Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect of video gaming has also had implications for the social interactions and collective behaviors of consumers involved in the activity.

Rise of subcultures

Contemporary investigations have found that there is a prevailing social framework in place during gatherings of video game enthusiasts or 'gamers'. Mäyrä (2008, p. 25) suggests that gamers who gather together to play possess a shared language, engage in collective rituals and are often interested in cultural artifacts such as video game paraphernalia. Cronin and McCarthy (2011) have also explored a liminal, hedonic food culture to be present among these socially connected actors. The commensal consumption of energy-dense low nutrient foods is considered to be appropriated during long stretches of gameplay to contribute to the community and hedonistic aspects of social gaming. In response to the central importance that food plays in the collective enjoyment of social gaming, various websites have been created which allow gamers to rate their favorite foods to accompany play.

The presence of rituals, shared discourse, collective action, and even a liminal food culture among video game communities gives credence to the concept of these cohorts existing as self-defining sub-units within mainstream culture. However, due to the ephemeral and transient nature of their rituals, and also the possibility of virtual interaction through online participation, these cohorts should be considered 'postmodern subcultures'. Video game communities have social elements beyond physical interaction and have come to a stage where online and offline spaces can be seen as 'merged' rather than separate.

MMORPG and identity tourism

Terry Flew (2005)(p. 264) suggests that the appeal of the "Massively Multiplayer Online Role-Playing Game" lie in the idea of escapism, and the ability to assume the role of someone or something that is a fantasy in real life. He notes that '...for some women, [they] enjoy adopting what they feel to be an image of femininity more acceptable or desirable than their real-world body...'

This is what he calls "identity tourism", a form of hopping from one person to another, for which there usually is a stereotypical discourse associated with the protagonist. This is seen in the case of males who assume the personas of the female gender, and the character's representation of her gender being overly sexualized and/or passive, '...this tends to perpetuate and accentuate existing stereotypes of... women...' (Nakamura).

Ownership

Ownership of video game entities is a major issue in video game culture. On one side, players, especially those who played with avatars for several years, have treated the avatars as their property. On the other hand, publishers claim ownership of all in-game items and characters through the EULA (End User License Agreements). Terry Flew recognized this problem: "Intellectual property is much better suited to conventional 'texts' that are fixed or finished, rather than ongoing collaborative creations like games". He also highlights that these issues will only worsen; as more interactive games emerging, issues of regulation, ownership, and service will only get more problematic.

Violence narrative

A source of criticism that the public often aims at in video games is the violence that they contain. Terry Flew relates this back to the idea of 'moral panic'. He writes that through research the 'computer games cause violence' discussion is mainly focused on psychology. The idea is influenced after horrible shooting events that took place, with the shooting at Columbine High School in Colorado in 1999 being an example. Flew says that assuming this idea, of cause and effect behavior of video games, is one that is flawed. Several studies have shown a correlation between violent content in media and aggressive behavior. At the same time other studies have shown evidence the connection between violent games and violent behavior is thin and unlikely.

Fox News reported that Montreal shooting case in Canada was carried out by the criminal Kimveer Gill, who is a player of Super Columbine Massacre, whose narrative attaches with strong violence sense. On the other hand, some people who hold social determinism theory assert technology is neutral, but it is the way that humans manipulate technology which brings about its social impact.

Issues of gender and sexuality

In conjunction with the changing demographics of video game creators and players, issues related to women and video games, including sexism in video gaming and gender representation in video games, have received increased attention by academia, the media, the games industry and by gamers themselves. The issue was brought to wider attention as a result of the 2014 Gamergate harassment campaign, in which some gamers, under the pretense of calling out ethical issues in game journalism, harassed and threatened several female developers and those that supported the developers. Gamergate was described by Bob Stuart in The Daily Telegraph as "an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out..those who want to see more diversity in gaming"

Benjamin Paaßen has argued that because video game culture has long been a space dominated by heterosexual men, the video game industry tends to cater to this particularly lucrative audience, producing video games that reflect the desires of the heterosexual male gaze. He further argues that this lack of representation of alternate identities in video games has caused gamers who divert from the dominant demographic to be often relegated to the margins of the culture. This process is thus seen to perpetuate the stereotypical image of the geeky, heterosexual male gamer as the ruler of the video game world. Contrary to popular belief, there are a multitude of communities within video game culture that do not fulfill the typical gamer stereotype. The problem is that they lack visibility. One reason for this is that many people do not want to reveal their association with video game culture out of fear of stigmatization. Past research has shown this to be the case for the female gamer. Because women in video game culture are often ostracized by their male gamer counterparts, female gamers are frequently forced to conceal their gender, only participating in video game culture when they can remain anonymous. When concealing their identities, females gamers try to change their voice when talking online, they will play as a male character instead of a female character followed by some kind of masculine name. Doing this, however, can make video games less fun and exciting and could cause the player just quit the game. On the other hand, it's different for the male gamer. Like girl gamers would choose a male character to play as the male gamer would sometimes choose a girl character to play as. But for the male to pick a girl character is very common in the culture. According to Bosson, Prewitt-Freilino, and Taylor, male gamers who try to be female characters are not harassed as much as girl gamers since the male gamers can simply undo the change or just reveal their true identities as a male which reduces the harassing.

When it comes to working into the video game development industry, there is a small minority of women within these industries. With 3% of programmers, 11% game designers, 13% of artists and animators, 13% of QA testers, and 16% of producers, these are low numbers for women in the video game development industry. The reason for this may be partly caused by the lack of encouragement due to the negativity or harassing of females in video game culture. Due to being the minority, women in the video game development industry receive stereotypical threats because of being in a male dominant career. There was a hashtag that was created on Twitter that was #1ReasonWhy in which it was reasons why there was a lack of women in the video game industry. Video game designer Kim Swift stated that "Because I get mistaken for the receptionist or day-hire marketing at trade shows."

Additionally, dominant perceptions of gamers as asocial, straight, white men are also challenged by the presence of gamers who do not identify as heterosexual. For instance, it has been shown by past research that the LGBTQ+ community maintains a notable presence within video game culture. For LGBTQ+ gamers, video games provide an alternate reality in which there is the opportunity for sexual expression, identity formation, and community building. Such communities indicate the development of diverse subcultures within the culture of video games as a whole.

Gaming and popular culture

A crossover between video game culture and graffiti culture drawn on a piece of the Berlin Wall

Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward kids and young teenagers are advertised on Disney Channel, Cartoon Network and Nickelodeon, while games targeted toward older teenagers and adults are advertised on MTV, G4, Comedy Central and in NFL Network.

Gaming as portrayed by the media

From the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, in its early history video gaming had occasionally caught the attention of the mainstream news outlets. In 1972, Pong became the first video game pop-culture phenomenon. This was followed by Pac-Man in 1980. Other video games labeled as pop-culture phenomena include Final Fantasy, Halo, Metal Gear, The Legend of Zelda, Tomb Raider, Grand Theft Auto, Call of Duty, World of Warcraft, Fortnite, Street Fighter, Mortal Kombat, Pokémon, Guitar Hero, Sonic the Hedgehog, and the Mario games.

As games became more realistic, issues of questionable content arose. The most notable early example is NARC, which through its use of digitized graphics and sound and its adult-oriented theme quickly became a target of the press. These same issues arose again when Mortal Kombat debuted, particularly with its home video game console released on the Genesis and Super NES platforms; due to Nintendo's strict content-control guidelines, that system's version of Mortal Kombat was substantially re-worked to remove any 'extreme' violence. In response to these issues (and in parallel to similar demands made upon the music and movie industries), the ESRB was established to help guide parents in their purchasing decisions. 1993's Doom caused quite a stir, with its detailed 3D graphics and copious amounts of blood and gore. The 1996 game, Duke Nukem 3D, was accused of promoting pornography and violence; as a result of the criticism, censored versions of the game were released in certain countries. In the 1999 Columbine shootings, violent video games were for a time directly blamed by some for the incident, and labeled as "murder simulators".

In 2001, Grand Theft Auto III was released, which started the controversy over again.

Streaming

Television channels

The first video game TV show was GamePro TV.

The first television channel dedicated to video games and culture, G4, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. X-Play, one of the channel's most popular shows and the highest-rated video game review show, is still produced at G4 until it was bought by Esquire Magazine, who decided to cease X-Play and focus less on the video game oriented audience of G4 and go with their traditional, more general male audience of their magazine.

Ginx TV is an international multi-language video game television channel, managed by the former MTV Networks Europe Managing Director Michiel Bakker.

There are also video game shows that appear on other channels, such as Spike TV, Fuel TV, and MTV.

In Korea, there are two cable TV channels fully dedicated to video games, Ongamenet and MBCGame, broadcasting professional game leagues that are held in Korea.

In Germany, most of the shows and channels dedicated to video games were canceled, although the content was highly appreciated by the video game audience. There was one digital cable and satellite channel with a focus on video games, which was closed in 2009: GIGA Television. Some of the hosts also did their show Game One dedicated to games on the German MTV channel until canceled 2014. The show is quite famous for their sketches on games and video game culture in Germany. The unofficial successor is the YouTube show Game Two, financed by public-service broadcasting program funk and produced by the 24/7 online channel Rocket Beans TV, which is dedicated to video game, nerd and pop culture. A similar show was "Reload"; produced for the public-service channel EinsPlus until the channel was announced to close in 2014. The Franco-German TV network arte has a show dedicated to video game culture: Art of Gaming.

In Australia, there is one TV show that is based on video games and games. Good Game on the ABC (Australian Broadcasting Corporation) which broadcasts on channel ABC2. The show is also available as a podcast on iTunes.

In Russia, there are one satellite, the "Perviy Igrovoy" (Gaming First) and one cable, "Gameplay TV", video game TV channels. Channels have Internet streams.

Web series

AVGN is a show about a fictional character created by James Rolfe. The character is portrayed as a foul-mouthed, short-tempered retro gamer who reviews old video games usually sarcastically and negatively with frequent use of profanity for comical effect.

Pure Pwnage, was a fictional series chronicling the life and adventures of Jeremy, a self-proclaimed "pro gamer".

Red vs. Blue (made by Rooster Teeth), is a machinima (machine-cinema) filmed with the Halo series of games. The series consist of hundreds of short episodes taking place in their own Halo based universe.

Consolevania, a game review/sketch show produced in Glasgow, Scotland, was developed into a broadcast series, videoGaiden on BBC Scotland.

The Guild is a web series, created by Felicia Day, in which the cast are members of a guild that plays an MMORPG similar to World of Warcraft.

Game Grumps, a show on YouTube in which the cast plays games sent in by viewers. It has a related show called Steam Train where the cast plays games either on Steam or sent in by independent developers.

Influences on music

Video game music has been utilized by popular musicians in many ways. The earliest example was the electronic music band Yellow Magic Orchestra's self-titled album, released in 1978, which utilized Space Invaders samples as instrumentation. In turn, the band would have a major influence on much of the video game music produced during the 8-bit and 16-bit eras. During the golden age of arcade video games in the early 1980s, it became common for arcade game sounds and bleeps to be utilized, particularly in early hip hop music, synthpop, and electro music. Buckner & Garcia's Pac-Man Fever, released in 1982, featured songs that were both about famous arcade games like Pac-Man, Donkey Kong and Berzerk, and also used the sound samples from the games themselves as instrumentation. In 1984, former Yellow Magic Orchestra member Harry Hosono produced an album entirely from Namco arcade game samples, entitled Video Game Music.

Aphex Twin, an experimental electronic artist, under the name "PowerPill" released the Pacman EP in 1992 that featured a heavy use of Pac-Man sound effects. An entire music genre called chiptunes, or sometimes gamewave, have artists dedicated to using the synthesizer sets that came with past video game consoles and computers, particularly the Commodore 64 and the Nintendo Entertainment System. These bands include Mr. Pacman, 8 Bit Weapon, Goto 80, 50 Hertz and Puss. The influence of retro video games on contemporary music can also be seen in the work of less purist "Bitpop" artists, such as Solemn Camel Crew and Anamanaguchi. Moreover, many gamers collect and listen to video game music, ripped from the games themselves. This music is known by its file extension and includes such formats as: SID (Commodore 64), NSF (NES) and SPC (SNES). Cover bands like Minibosses perform their own instrumentations, and groups like The Protomen have written rock operas inspired by the Mega Man video games, while communities like OverClocked ReMix have released thousands of game music arrangements in a variety of genres and have influenced the careers of several game composers.

A comedy subgenre has developed increasing the popularity of several musicians including Jonathan Coulton, famous for the song Still Alive featured in the credits of Valve's Portal, and Jonathan Lewis, songwriter and composer credited with the Half-Life-themed parody album Combine Road.

Full orchestras, such as the Symphonic Game Music Concert tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the Final Fantasy series, the Metal Gear series, and Nintendo themed music, such as the Mario & Zelda Big Band Live Concert. In Japan, Dragon Quest symphonic concerts are performed yearly, ever since their debut in 1987.

Video game and film crossovers

Films based on video games

Examples of films based on video games include Street Fighter, Mortal Kombat, BloodRayne, Doom, House of the Dead, Alone in the Dark, Resident Evil, Silent Hill, Tomb Raider, Assassin's Creed, and Warcraft.

Until 2019, films based on video games generally had carried a negative connotation for lackluster quality, typically attributed to the difficulties of translating an interactive work to a passive form of entertainment. The commercial and critical success of the films Detective Pikachu and Sonic the Hedgehog in 2019 led to a turnaround for video game adaptions.

Movies about video games

Hollywood has also created films that are about video games themselves. The golden age of arcade video games in the early 1980s led to several films based around arcade games, including Tron (1982), WarGames (1983), and The Last Starfighter (1984). The Wizard (1989) was notable for featuring the first look at the upcoming game Super Mario Bros. 3 for the Nintendo Entertainment System.

Most films related to video games in the 1990s and 2000s were subsequently adaptions of games, rather than dealing with the medium itself, though the concept of video games remained as a central theme in works like Grandma's Boy (2006), Stay Alive (2006), and Gamer (2009). The 2010s introduced a new way of film which expanded on using video games as virtual world within the film. These include Tron: Legacy (2010, a sequel to the original Tron), Scott Pilgrim vs. the World (2010), Wreck-It Ralph (2012) and its sequel Ralph Breaks the Internet (2018), Pixels (2015), Jumanji: Welcome to the Jungle (2017) and its sequel Jumanji: The Next Level (2019), Ready Player One (2018), Free Guy (2021), and Space Jam: A New Legacy (2021).

Interactive movies

Interactive movies as a computer and video game genre were the result of the multimedia expansion of computers and video game consoles in the mid-1990s, primarily because of the increased capacity offered by the laserdisc format. Interactive movies started on arcade machines in 1983, but quickly expanded to computers and video game consoles such as the Sega CD, the Phillips CD-i and the 3DO Interactive Multiplayer. The games are characterized by more emphasis on cinematic sequences, using full-motion video and voice acting. Interactive movie games have been made in several genres, including adventure games, rail shooters, and role-playing games.

The first interactive movie game was Dragon's Lair, originally released in the arcades in 1983, making it the first game to use a laserdisc and animation by Don Bluth, a man who worked for Disney on features like Robin Hood, The Rescuers, and Pete's Dragon, but later worked for other film companies like United Artists (All Dogs Go to Heaven) and Universal Studios (The Land Before Time). In Dragon's Lair, you control the actions of a daring knight named Dirk, to save a princess from an evil dragon, hence the name of the game. Since the dawn of this exact game, more and more companies have influenced the technology used and decided to make their interactive movie games for arcades and consoles. A more recent Interactive movie title is called 'Bandersnatch'. This movie sets you on a plot of a young 80's programmer named Stefan Butler. The movie lets the viewer choose different plot trajectories for the main character questioning reality throughout the way.

The birth of the 'interactive movie' genre was studded with unimpressive flops, though the genre later came into its own; at the time, video-capture technology was still in its infancy, with short (and often grainy and low-quality) video segments being the norm for games of any length.

Video game and traditional media forms

With the rapid convergence of all media types into a digital form, video games are also beginning to affect, and be affected by traditional media forms.

In history, the Television engineer Ralph Baer, who conceived the idea of an interactive television while building a television set from scratch created the first video game. Video games are now also being exploited by pay-TV companies which allow you to simply attach your computer or console to the television cable system and you can simply download the latest game.

Games act on television, with the player choosing to enter the artificial world. The constructed meanings in video games are more influential than those of traditional media forms. The reason is that 'games interact with the audience in a dialogue of emotion, action, and reaction'. The interactivity means this occurs to a depth that is not possible in the traditional media forms.

Computer games have developed in parallel to both the video game and the arcade video game. The personal computer and console machines such as the Dreamcast, Nintendo GameCube, PlayStation 2 and Xbox offered a new dimension to game playing. The consoles have now largely been replaced by the Xbox 360, Wii and, the PlayStation 4, and the personal computer is still a leading gaming machine.

Games are the first new computer-based media form to socialize a generation of youth in a way that traditional media forms have in the past. Therefore, the 'MTV generation' has been overtaken by the 'Nintendo generation'; however, some refer to the current generation as the 'iPod Generation'.

Because they straddle the technologies of television and computers, electronic games are a channel through which we can investigate the various impacts of new media and the technologies of convergence.

Hydrogen-like atom

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