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History of video games/2020-2029

COVID-19
The game industry booms, as people hunker down at home during the COVID-19 pandemic. Some game retailers initially resisted closing down during lockdowns by declaring themselves essential businesses, to widespread criticism. Numerous high profile games are delayed due to COVID-19. Game development companies move to work from home, with some such as Square Enix planning to allow work from home after the pandemic ends. Animal Talking leverages the Animal Crossing: New Horizons as a medium to create a highly successful talk show that rivals and outcompetes traditional media during early pandemic restrictions.

In contrast to many other economic sectors that are drastically affected by the pandemic, the video game industry has been more resilient. Most video game developers, publishers, and operators have been able to maintain operations with employees remote working to sustain game development and digital releases, though some productivity issues arose. With many people globally at home and unable to work, online gaming has observed record numbers of players during the pandemic as a popular activity to counter physical distancing for society, a practice recommended by the World Health Organization that helped boost revenues for many companies in the gaming industry.

The pandemic simulation game Plague Inc., which was originally released eight years prior in 2012, gains massive popularity, with the developers releasing an update to enhance the educational experience of the game in light of the COVID-19 pandemic. The developer of Plague Inc. also donated $250,000 to CEPI and WHO to help fight the pandemic. The older 2008 flash game Pandemic 2 also experiences a surge of popularity.

In 2021 the Truck Simulator series held a virtual trucking event in solidarity with real truckers delivering COVID-19 vaccines. Players from around the globe organized a virtual graduation ceremony using Minecraft.

COVID-19 increased the public profile of virtual reality applications, potentially increasing interest in VR gaming as a result. AR gaming proved to help some seeking reprieve from isolation. As gyms closed, interest in Exergaming greatly increased by those looking to get fit while isolating.

Though its launch was delayed by COVID-19, the first Super Nintendo World theme park in Osaka, Japan was shown in a video tour online by Mario creator Shigeru Miyamoto.

Groups dedicated to tracking the availability of game consoles during the shortages sometimes assisted in finding COVID-19 supplies.

Games as a Political Vehicle
In the run up to the 2020 United States elections, politicians used online multiplayer games and game streaming to reach out to voters safely during the pandemic. The Biden campaign operated a custom Fortnite island with its own minigames. In Animal Crossing: New Horizons, which supports user made content, digital yard signs were distributed by the Biden campaign. Though the official Trump campaign mocked campaigning in games, independent efforts by his supporters also made Animal Crossing signs, as well as using the massively popular game Among Us to promote their candidate. Following the election a video was posted of President Biden playing Mario Kart Arcade GP DX with Naomi Biden at Camp David.

Developer Welfare Concerns
Concerns for developer welfare continued from the previous decade into the 2020's.

In particular there were a number of high profile incidents at major game developer companies. This lead to increased calls for, and corporate pushback against, unionizing.

Concerns of child labor in the industry were also raised.

Popular Genres

 * Skateboarding

Apple vs. Epic
In August 2020, Apple and Epic begin disputing payment systems on the Apple App store, resulting in the game Fortnite being removed from the App Store. Coupled with increasing scrutiny from lawmakers, Apple reduces their cut from 30% to 15% for developers making under a million dollars annually, a move said to benefit indie game developers.

Ninth generation of video game consoles
The first ninth generation consoles launch in November 2020. 3D audio, SSD storage, and raytracing support is a common trend in this generation. Initially supplies of new PS5 and Xbox Series consoles are quickly bought up.

GameStop Stock
Defying expectations, in January 2021 Redditors send the stock of the physical game retailer GameStop soaring over 1600%. This had broader implications for the overall market, as the reactions from some firms caused some members of Congress to begin looking into the event.

Blockchain
Some game developers and game artists turn to non-fungible tokens as an additional revenue stream, with concerns over environmental impact and issues with rights leading to controversy.

Major PC game distributor Valve banned games using blockchain, NFT, and cryptocurrency from it's distribution platform Steam by October 15th, 2021. Competitor Epic continued to allow such games on it's Epic Games Store.

Collectables
Collectables soared in value, with a sealed and graded copy of Super Mario 64 selling for over 1.5 million US dollars. This was the first publicized instance of a single copy of a video game selling for over one million US dollars. This was quickly surpassed, with an unopened copy of Super Mario Bros. selling for 2 million dollars.

Mint
The United States Mint mixed game collecting with coin collecting with the production of the manganese-brass 2021 New Hampshire American Innovation $1 coin, which honored Ralph Baer, and the development of the Magnavox Odyssey. The reverse of the coin was designed by artist Christina Hess and depicted gameplay generated by the Odyssey prototype, the "Brown Box". Upon release the coin proved to be popular among collectors, selling 785,700 coins in 6 days.

This is recognized as the first time the United States Mint created currency featuring a video game.

Other
2021 also saw increased investment in gaming companies by sovereign wealth funds.

Neural Implants
In 2021 the game Pong was used to demonstrate a wireless neural implant to the public.

Xbox 2042
In October 2021 Microsoft released a speculative concept of what an Xbox might look like in 2042. Technologies included in this work of speculative fiction included a holographic interface, a neural interface, Artificial Intelligence (AI), and quantum technology. The fictitious console were touted as being "90% smaller", while using 1 exaFlop of performance to ouptup 32k video in between 240 and 480 frames per second.

Nuclear Handheld Game Console Mod
Ian Charnas attracted much attention in 2021 with the development of a nuclear powered handheld game mod.

The modded console captured the output of 25 vials luminescent Trintium vials placed between 2 conventional solarphotovoltaic cells, and then stored the continuous 1.5 microwatts of output energy in thin film solid state batteries. The console was not capable of continuous operation, but could play a clone of Tetris for 55 minutes once every one to two months. The system power source should last for 25 years, though some media sources stated the system to have an operational life of 100 years.

The system was raffled to raise proceeds for the charity Chernobyl Children International.

Culture
For the first time, the Hugo Awards included video games as finalists in 2021.

The International Olympic Committee hosted their first esports event, the Olympic Virtual Series, beginning on May 13th, 2021. The opening ceremony for the Tokyo 2020 Olympic games on July 23rd, 2021 included music derived from a number of video games.

Some American politicians cited video games as a negative factor in society.

Fall of Kabul
Following the collapse of the Afghanistan government, gamers in Afghanistan feared that games would once again be banned in their country.

Gaming in Russia
Major console manufacturers left the Russian market, though they were not popular with gamers there due to a preference for PC gaming.

Umurangi Generation
A 2020 photography game set in an future apocalyptic Tauranga, New Zealand. The game was developed by a Māori developer, and was noted for it's themes of colonization from the perspective of the colonized.

Read more about Umurangi Generation on Wikipedia.

title: History of video games/2020-2029


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of History

Etymology
The term history has its roots in the Greek word ἱστορία, historia, which means 'inquiry or knowledge acquired by investigation.’ Therefore, history is also the study of the past.

Origin
From its very beginning, history was intimately tied to literature (understood as poetry, rhetoric, or belles letters), before separating off to emerge as a science in the nineteenth century. This is due to its narrative nature and that writing history is a literary act. However, the nature of history itself causes a lot of debates between historians.

Role
History plays a vital role in the society and as outlined by Professor Arthur Marwick, history has three main roles,
 * 1) History as ‘the past’ – everything that happened
 * 2) History as ‘the attempt made by man throughout the centuries to describe, reconstruct, interpret the past.’
 * 3) History as ‘the attempt to do this in a scholarly fashion, sticking to certain definite rules of establishing fact, interpreting evidence, delating with source material, etc.

Methodology
Historians study history through narratives. These narratives describe past events, examine the rationale behind what has happened and allows room for analysis about a sequence of past events, its causes and effects. These narratives can be attained through historical sources, including oral accounts, historical objects and written documents. These narratives can be attained through historical sources, including oral accounts, historical objects and written documents. The historical sources, however, must undergo a process of evaluation known as sources criticism. This process is mainly divided into six inquiries:

 * 1) When was the source written, produced? (date)
 * 2) Where was it produced? (localisation)
 * 3) By whom was it produced? (authorship)
 * 4) From what pre-existing material was it produced? (analysis)
 * 5) In what original from was it produced? (integrity)
 * 6) What is the evidential value of its contents? (credibility)

Discipline
In the mid nineteenth century, history branched off in becoming a discipline of its own. This started in Germany, where the historians were impressed by the natural sciences, and asserted that their craft too had become a science. There are several indicators that demonstrate history has become a separate discipline. Firstly, the creation of the first historical journal in 1859, Historiche Zeitschrift. This marks the beginning of interaction within history as a network of people, such as editors contribute to the spread of historical knowledge. Secondly, in the same year, history was recognised as an academic study in Germany. This suggests a further expansion of the network of people as there is now interaction between university students and scholars, creating a student-teacher relationship.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of Physics and Philosophy

Origins
The two subjects have always been intertwined - before something is considered physics it was philosophy. On the one hand, physics is considered by some the oldest discipline, on the other others would argue the oldest is philosophy, since it originated from pre-Socratic thinkers. At university level, Physics and Philosophy is considered a joint honours degree to-date, although others see the split as that between "theoretical physics" and "experimental physics".

Definitions
In 1771, the subject of physics was defined in the national Encyclopedia as such: “Physics, a denomination sometimes given to natural philosophy” Historically, the scientific revolution brought a lot of attention to the study of physics, starting with Copernicus in 1543 and his solar system model. But this in itself was a very philosophical consideration, stemming from the philosophy of metaphysics as well as from the consideration mathematical models.

A common approach used to separate physics from philosophy is that philosophy is the practice of hypothesis, whilst physics is about working with the phenomena themselves. However it can be argued that without the latter the former cannot be achieved. For example, aligning the use of propositional logic to linear algebra would not be possible without accepting the need to overlap philosophy with physics and mathematics.

Current day
By the 19th century, physics had a definition much more similar to now. It became a more accepted aspect of science in itself. As a discipline, the boundaries of physics are not strictly defined and for this reason the question as to why physics and philosophy are to-date considered separate disciplines remains.


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User talk:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of Global Health

When quoting, (I think!) quotation marks are needed ( " ) as opposed to apostrophes ( ' ) Uclqdeb (discuss • contribs) 11:14, 18 October 2020 (UTC)

 * So far I've been following the guidance from this website (https://www.imperial.ac.uk/media/imperial-college/administration-and-support-services/library/public/vancouver.pdf), which says quotation marks are only needed for direct speech, as opposed to information from written documents (?), so I might look at another source as well just in case. Thank you, Andreilla.m.l (discuss • contribs) 13:41, 18 October 2020 (UTC)

I find the note on the political implications of global health at the end particularly thought-provoking. In the COVID-19 pandemic, we saw how disagreements on global health policies between states can lead to the crisis of an extranational organization (the WHO) and have further implications on geopolitical dynamics. Do you think the future development of global health will bring more unity or divide into international politics? XxXdiehardbascloverXxX (discuss • contribs) 01:39, 9 November 2020 (UTC)


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User talk:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History

Hi, I de-capitalised the words that weren't proper nouns and/or the first word in an article title again, in order to follow Wikipedia's naming conventions. Thank you, Andreilla.m.l (discuss • contribs) 11:57, 18 October 2020 (UTC)


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User:Fair.enuf/sandbox

Practising editing/referencing

title: User:Fair.enuf/sandbox


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User talk:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of Psychology

I changed the URLs in your 'References' section to Vancouver-style citations, but I was unsure which source each piece of information came from, so I haven't embedded these references within the main text. Andreilla.m.l (discuss • contribs) 13:53, 18 October 2020 (UTC)

I think that it can also be interesting to talk about cognitive psychology. The movement named the cognitive revolution began in psychology in the 1950s and 1960s. The movement complete the dominant approach of psychology studies: psychoanalysis and behaviorism. The principal interest of cognitive psychology is looking at what’s going on inside the mind, indeed the inner humans’ brain working system. Borabora18 (discuss • contribs) 15:15, 9 November 2020 (UTC)


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User:Bernburgerin

I re-started Pack 284 in Heidelberg in 2015. First we were Lone Scouts, at the peak we had 8 Scouts from Tiger to Arrow of Light. Pack 284 ceased to exist when the two oldest Scouts (founders of the Pack) left to join Troop 164 in Sembach in 2018.

title: User:Bernburgerin


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User talk:JREverest/sandbox/Approaches to Knowledge/2020-21/Seminar group 5/History

@ The History of Translation
I find your topic so interesting because it relates to mine so closely. Translation was the start of Religious Studies as a discipline so that people could access religions that were not their own. Translation probably had a similar affect on many disciplines! You could write a sentence about how it both has the history that you talked about and affected the history and formation of so many other disciplines :)

Basc.blue (discuss • contribs) 17:29, 18 October 2020 (UTC)

 * @Basc.blue Yes! I just read your section about the History of Religious Studies and the disciplines we've chosen have had very similar histories. It's clear that Religious Studies has had influences from and on multiple disciplines but I was wondering if there has been any cultural/societal impact on Religious Studies in recent years, similar to the cultural turn in Translation Studies, given that people now more openly criticise religion. Or does it remain unaffected by this? Would be interesting! :) Djungelskog1 (discuss • contribs) 22:25, 19 October 2020 (UTC)

 * My original intention was actually to speak about this as my topic and then I found myself going further back in time! I find how culture has affected the discipline very interesting. I may add something at the end! :) Basc.blue (discuss • contribs) 10:09, 20 October 2020 (UTC)

@Undercoverfrench
Hi Undercoverfrench, I'm interested by the subject of your contribution although I don't really understand exactly what 'discipline' you are writing about. If you could help me understand I would be interested in doing a little bit more research about exactly what discipline results from the association of Data Science and Human Rights. Did you mean the study of Data Science with consideration of Human Rights so as not to breach any of them? Or something else? Thanks for letting me know! AurelieJane (discuss • contribs) 12:25, 19 October 2020 (UTC)

@The History of Sustainable Architecture
I found this section particularly engaging, as I had never considered Sustainable Architecture a discipline in itself. It seems to be a considerably new discipline, as according to your research it emerged in the 20th century. It would be interesting to consider the future of this discipline, in relation to the future of climate change and climate action. Will all architecture in the following years aim to minimise the negative impact on the environment, thus, becoming sustainable architecture? Ivoryallen (discuss • contribs) 12:31, 19 October 2020 (UTC)

@BonSchlonzo
Hi ! i really liked your text, and I wanted to do some further reading on it, but I would have liked to view the sources that you used. Could you add the references you used? Undercoverfrench (discuss • contribs) 16:44, 19 October 2020 (UTC)

 * @Undercoverfrench Hi really sorry for the late reply, but I have added all references now, let me know if you want further references as well, as I have plenty saved on my laptop. BonSchlonzo (discuss • contribs) 17:42, 6 November 2020 (UTC)

@The History of Sustainable Architecture
Your contribution on the history of sustainable architecture is closely linked to my subject, the history of environmental science. As you very rightfully state, the development and construction of sustainable architectural buildings has been increasing over the years. We see that especially in Paris, with the city’s project, “Le Grand Paris”. This development project aims to favour the construction of eco-friendly buildings, as architects are required to select materials that protect the environment. Likewise, the energy supply systems of these buildings have been designed in order to minimize energy consumption.

On the other hand, we have another construction project, which seems to be going against the general trend and direction that sustainable architecture is taking. This is Neom, the prince Mohammed ben Salmane ben Abdelazize Al Saoud’s futuristic city project, in which exuberance and extravagance are everywhere. This impressive project obviously sells dreams to the public, but clearly goes against the discipline and aim of sustainable architecture.

Even if we see a general public awareness regarding the need for sustainability, do you believe that the population is truly willing to sacrifice their quest for "always more" and put aside all these luxuries for their ecological ideals?
 * We can perhaps also do a parallel with the lock-down during the Corona Virus pandemic. Many believed that this isolation would change our lifestyles towards a more minimalist and sustainable way of living, but what we may see rather tends to support a return to mass consumption. This leads us to reflect on the discipline's future...Mathildem16 (discuss • contribs) 23:58, 24 October 2020 (UTC)

 * Even though your contribution on the history of sustainable architecture is not close to my subject at all, I really liked your approach and the structure of your text which made me being interested in it. One little thing you might be able to add to aid the understanding of the background of green architecture, would be to explain a little around how the different disciplines you mentioned (Arts, Humanities, Sciences) contributed to the creation and origin of green architecture. BonSchlonzo (discuss • contribs) 17:42, 6 November 2020 (UTC)

@The History of Psychology
I adjusted your first sentence of ‘Founding of the discipline’ to make it sound more factual and avoid unintentional plagiarism. Please check if it is ok. Also, while going through the references you gave, I noticed that reference 5 and 7 were identical. Could you check if you wish to refer to two different sources or use the same number in both places.--Lucky Lilac Lion (discuss • contribs) 21:59, 20 October 2020 (UTC)

 * @LuckyLilacLion Thank you! I have made this edit and appreciate your attention to detail. --Ivoryallen (discuss • contribs) 13:36, 8 November 2020 (UTC)

@The History of Behavioral Economics: Merging Economics and Psychology
@Boschlonzo Such an interesting topic! In the first part about the need to relate psychology with rational economic models in order to predict economic decisions made in the market system of our society; I believe that you can maybe mention the rise of behavioural capitalism. Regarding Andreas Herteux, the latter is closely linked to technological development and its exploitation of human behaviour as a production factor for goods and services. We can observe that technological developments has led to new business models that have gained such influences that they developed a new market system (independent form of capitalism), permanently shaping human cognition. (Our behavioural data are used through a rational approach (algorithms) in order to create pattern and predict economic decisions) Thank you for the reading, your section was very rewarding!

 * Thanks, this is a great contribution, I will have a deeper look into this now and then edit it as soon as I gained more knowledge around it. I will let you know here as soon as I have done so! BonSchlonzo (discuss • contribs) 19:18, 9 November 2020 (UTC)

 * Thanks again UCLqevy for your contribution, I just have read a whole article about it by Bruce R. Scott, very interesting! However, in my opinion the whole topic is actually quite big and would need to be discussed individually and does not fit into the exact spectrum of behaviour economics. Let me know if you want to discuss this discipline/topic individually, I would be looking forward! Thanks again! BonSchlonzo (discuss • contribs) 13:55, 10 November 2020 (UTC)

@The History of Environmental Science
Good afternoon,

I read your text about the History of Environmental Science and it was really interesting. I always thought that Environmental Science was a subdiscipline of Natural Science and I’m happy to know that it isn’t anymore the case. So today, is it still possible to be graduate as a Environmental Science undergraduate?

I think it would have been interesting to learn more about the development of Environmental Sciences a degree. For example, do you think that with the recent climate protests, more young people are starting a career in Environmental Science. Environmental science as a discipline in itself is the real example that disciplines are deeply affected by social change and that public debate shapes disciplines.

Jadaireu (discuss • contribs) 15:45, 3 November 2020 (UTC)


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User:HMaloigne/sandbox/Approaches to Knowledge/2020-21/Seminar group 15/History

Overview
Psychology is the study of the human mind and behaviour. As a discipline, aspects of Psychology overlap with neuroscience, philosophy, anthropology, sociology, and others. Indeed, until the 1870s, Psychology was considered a branch of the study of philosophy, and it was only after Wilhelm Wundt founded the first laboratory dedicated exclusively to psychological research that Psychology was considered a discipline in and of itself.

Ancient history
The discipline of psychology dates back to the Ancient Greeks. As early as the 4th century BC, Hippocrates proposed that the study of the human mind ought to begin with the study of the brain. Other Greek philosophers, including Plato and Aristotle, pointed to the workings of the mind.

Evidence suggests that the ancient civilisations of Egypt, India and China also engaged in the philosophical study of the mind-sciences. In ancient India, it was primarily Yoga and the Vedic scriptures, in particular the Upanishads (which discuss meditation, philosophy and spirituality), that lead the way for psychological exploration. In ancient China, psychological understanding stemmed from the works of philosophers Confucius and Laozi, and later from Buddhism, whose doctrines encourage it's followers to practise introspection, morality, and meditation.

Enlightenment psychological thought
Psychology, as a distinct field of work, gained momentum during the Enlightenment period. In 1783, philosopher and psychologist Ferdinand Ueberwasser declared himself Professor of Empirical Psychology and Logic at the University of Münster, Germany. This development was supported by educational reformer and minister Franz von Fürstenberg, who, at that time, advocated for psychology to be taught in every school and university. These notable developments signpost the beginning of Psychology's shift from the realm of philosophy into it's own, independent domain.

Experimental Psychology
In 1879, Wilhelm Wundt founded the first laboratory dedicated exclusively to psychological research, in Leipzig, Germany. His studies were focused primarily on breaking down mental processes into their most basic components, and thus marked the beginning of experimental study within the field of psychology. Wundt and his pioneering students were the first to develop the empirical methodologies within the field. Consequently this lead to Psychology's status as a discipline distinct from any other fields of work.

Views on the Origins of International Relations as a discipline
One view is that International Relations may have originated after the founding of the Department of International Politics at the University of Wales, Aberystwyth in 1919 after World War One with the aim of ensuring world peace. This indicates how disciplines may form out of necessity or out of the objective to enact positive change upon the world.

Alternatively, International Relations may have originated earlier on as a means to study imperialism. In this case, International Relations arose in response to the prevalence of racism- white supremacy on a global scale. This may also explain why so many African-American scholars were prevented from contributing to the formation of knowledge and practises in the discipline.

A third view is that if the origin of IR is the point at which nation states begin interacting with each other, the origin of IR as a discipline can be traced back to the 1648 Treaty of Westphalia. However, some scholars dispute this account, as it is thought that IR as an academic discpline did not emerge as a consequence of the treaty.

Interaction between International Relations and Other Discplines

It was thought that historians were the academics who contributed the most to International Relations as it first emerged as a discipline. However, after World War II, the discipline of Political Science in the US became the most significant in shaping the field of International Relations as its focus was on the Western World, aspects of the rest of the world were often ignored in International Relations.

History of Genomics as an interdisciplinary field of biology
Genomics is a sub-discipline of biology, which studies all of an organism's genes, their related functions, and interactions with each other and the organism's environment. It can be considered a product of the cross-disciplinary evolution between molecular biology, computer sciences (techniques used in mapping the genome), and statistics. Genomic knowledge helps scientists understand the inheritance patterns of complex genetic diseases and the genetic causes behind individuals' varying reactions to the environment, which has led to the development of personalised medicine.

The history of genomics is driven by discoveries in molecular biology, starting with the discovery of DNA ('nuclein') by Frederich Miescher in 1871. Furthermore, the discovery of the double-helix structure of DNA by Watson and Crick in 1953, was crucial in paving the way for further discoveries regarding the nature of DNA replication, translation, and gene expression. Although these developments improved the understanding of molecular biology and genetics, which are fundamental to the study of genomics, the establishment of genomics as a sub-discipline of biology did not begin until the late 1980s. This delay is most likely due to the technological advancements which were necessary for use in the field of genomics, most notably the development of high-throughput sequencing. Since their conception in the 1990s, high-throughput DNA sequencing methods have allowed laboratory researchers to measure increasingly larger quantities of genetic material (sequences). Researchers in computational sciences have simultaneously developed algorithms for analysing these data sets, such as BLAST, which have lead to significant advancements in our understanding of the structure and function of the genome.

Around 1990, scientists around the world initiated the Human Genome Project, which aimed to map and sequence every human gene (the genome), to identify and trace the genetic roots for traits such as diseases. This event marks one of the first instances in which researchers from experimental and computational molecular biology agreed to collaborate and share knowledge on a large scale, and thus, the establishment of genomics as a sub-discipline of biology. The Human Genome Project had a five year plan, between 1993 and 1998. The work done in this time was what then lead to massive breakthroughs in the five years following; during this, they attempted to progress their research massively using animals and flies. This finally lead to the completion of the project in 2004.

Early Anthropologists
The study of other cultures, and the creation of the academic discipline of anthropology can be accredited to the first anthropologists to write about other cultures. Edward Burnett Tylor used the accounts of missionaries and travellers to inform his theories and work, and Lewis Henry Morgan was the first anthropologist to enter the ethnographic field in order to create his theories. Due to the history of anthropology and its association with power dynamics and its colonial histories, it has become a discipline heavily under deconstruction and conversations surrounding de-colonisation persist.

Participant Observation
The first use of participant observation by Bronislaw Malinowski in the Trobriand Islands demonstrated a new wave for the discipline of anthropology, although some anthropologists, like Murray L. Wax have suggested that he did not practice what is now considered participant observation but directed anthropologists towards this methodology. The change in power dynamics that occurred when this methodology was introduced, then allowed for observations of others that would provide a better basis for analyses by the new generation of anthropologists.

Franz Boas and Cultural Relativism
The separation and distinction between anthropology in the United Kingdom and the United States has often been necessary; one of the most notable differences between them are their separate histories and revolutions, which have guided the progressions of the discipline in the respective countries. The United States and the birth of the new American anthropology is often associated with Franz Boas. His earliest works provided a revolution in American systems and the production of anthropological knowledge. Anthropologists like Franz Boas have created a clear distinction between the formation of Biological Anthropology and Social Anthropology as a discipline stating differences in their formation and institutional framework. Franz Boas is accredited, along with W.E.B Du Bois for the birth of the new anti-racist aspect of American anthropology as a discipline. This is key in their discounting of the theories of social evolutionism by Tylor and Morgan, by introducing theories of relativism. . This, along with participant observation have become two key aspects of the academic discipline of anthropology.

History of economic disciplines: The development of Behavioural Economics
Behavioural economics is a strand of economics which uses the irrationality of human nature to investigate how various influences affect economic processes in society. Behavioural economics distinguished itself from mainstream economics due to its focus on how psychological and social factors can have an impact on the decision-making processes of individuals and institutions straying from the economic models that form the basis of economics. The two disciplines differ as economics is based upon assumptions primarily focusing on rational human behaviour; behavioural economics emerged to explain irrational human behaviour.

The origins of this discipline can be argued to stem from Kahneman and Tversky’s investigations aiming to understand the biases involved in humans' decision making processes, beginning in 1974. This led to the inextricable link between economics and psychology, requiring its own discipline as economic models were not sufficient in explaining economic behaviour on a realistic individual scale.

However, it can be argued that the true foundations of behavioural economics originated as a result of questioning the fundamental assumptions that exist in economic models. An instance of this is Herbert Simon’s questioning of rational choice. .

Richard Thaler was also instrumental in establishment of this discipline as numerous academics criticised traditional economics' ability to understand explain the affect of the human psyche on all decisions concerning economic matters. His establishment of “nudge units’ were critical in understanding the impact businesses can have on the human psyche through subtle suggestion proving the ineptitude of traditional economic models in their application to the average human. Despite this, traditional economic models are invaluable in providing an overall picture of an economic situation.

Classicism: Louis XIV and the French Academy
Louis XIV wanted to bring France at the top of Europe's intellectual sphere. To do so, he created an institution in charge of unifying and regulating French, the French Academy (Académie Française) in 1635. The Academy creates a Dictionnary, published in 1694, that clarifies the french orthograph and the correct use of words. Moreover, Louis XIV and his will of supremacy and harmony impose a new set of rules on artistic creations: art must be realistic, measured- not showing strong emotions and harmonious, and plays must respect the rule of the Three Unities (place, time and action) Censorship is also very common and influenced by strong catholic institutions (Tartuffe, a famous Moliere play that criticize venal religious authorities, has to be rewritten three times in order to be published).

The Enlightment and the French Revolution
After Louis XIV's death, in 1715, a kind of "counter-cultural revolution" happens in which intellectuals develop new ideas that aim to tackle prejudice with reason. Thinkers then question religious dogmas and preach open-mindness, search of happiness and tolerance, marking the rise of the term "philosopher"- one who has a critical thought. Litterature becomes more engaged and dares to criticize social order and question monarchy. The Encyclopédie, a huge work that classifies all schools of thought with remarcable tolerance and liberalism, is also published between 1750 and 1780. The climax of this intellectual emancipation comes with the French Revolution in 1789.

The era of emotions: Romanticism
In opposition to the rationality and measure of Classicism, romantic authors let passionate emotions and intiutions rule over reason. Romanticism is dated approximately from 1800 to 1850, and is known for its enhanced sentimentalism, individualism and a strong focus on nature and metaphors, which all contrast with the rationality and order of the previous times and can also be seen as a reaction to the industrial revoultion.


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User:Banksy2020/sandbox

The History of Inuit Studies

The study of the Inuit people can be traced back to 1745, to the missionary works of Hans Egede in Greenland, as well as Ivan Veniaminov (1840) in Alaska. At this time, studies were exclusively dominated by non-native intellectuals, emphasising '‘facts’ instead of theoretical discourse about how these details may best be represented.' The history of the discipline shows how direction of change can be 'influenced by the dilemma of being loyal to the colonised society ... studied while remaining a part of the ... colonising society.'

Between the 1850s and 1920s, the study shifted from dispersed, independent research to a more coherent scholarly community with increased exchange of knowledge. It mostly comprised of early science knowledge based on explorations by natural scientists and colonial administrators. In 1894, East Greenland was colonised by Denmark. Thus, an imperial project directed research initiatives in Greenland (in the 19th and early 20th centuries.) Consequently, the discipline has been a tool for colonialism as well as, more contemporarily, for decolonisation.

From the 1920s to the 1950s 'Eskimology' focused on the origins of Inuit culture and people, drawing prehistory and archaeology to its core. In 1920, 'Eskimology' was institutionalised by the University of Copenhagen, and a teaching position was given to William Thalbitzer, an ethnographer and philologist, introducing ethnographic and philological approaches to 'Eskimology.'

In the 1950s -1980s, ‘Eskimology’ transformed into ‘Inuit studies.’ The name ‘Eskimo’ was rejected by natives as it means ‘eaters of raw meat’ (though this is a matter of contention) in the language of Atlantic Inuits, and was imposed upon the people by colonisers. The change in the discipline’s very nomenclature 'reflects a shift in the status of the Inuit – being (tentatively) reversed from objects to subjects.’ The establishment of a 'Department of Eskimology' in 1967 at Copenhagen's University furthered the discipline's engagement with contemporary political developments in Greenland, such as indigenous rights. Inuit people are now 'acknowledged as coproducers of knowledge and project initiators.' The department also introduced discourse around cultural identity and ethnicity, taking a more anthropological approach. These developments were driven by forces of social pressure, including endogenously, from students and lecturers, as indigenous rights and decolonisation became increasingly integrated into mainstream conscience.

However, the significant delay in the discipline’s institutionalisation may be symbolic of intentional silencing of Inuit culture and the colonial process of ‘cultural conversion’.

title: User:Banksy2020/sandbox


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User talk:Xrcaatnp

I think you should just copy the link on the search bar when you go to that specific wikipedia page and paste it in the link option where you can add weblink to your text. I had the same problem too.Abeg22 (discuss • contribs) 17:59, 18 October 2020 (UTC)Abeg22

title: User talk:Xrcaatnp


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User:Andreilla.m.l/sandbox

History of Global Health as a discipline
 * Defining global health
 * Origins
 * Development as a discipline
 * Methodology - global health research
 * Future of the discipline

Evidence in beauty - intersection of maths and art

According to the Cambridge Dictionary, beauty is defined as 'the quality of being pleasing, especially to look at, or someone or something that gives great pleasure, especially when you look at it'.

title: User:Andreilla.m.l/sandbox


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Talk:An Answer Key to Latin for Beginners by Benjamin L. D’Ooge

Gutenberg and Wikisource versions
Hi there, you probably know there is a copy of this on Project Gutenberg and also an incomplete (but mostly complete) version on Wikisource. Would it be a good idea to include links / interwiki links? JimKillock (discuss • contribs) 18:44, 18 October 2020 (UTC)


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History of video games/Platforms/Dreamcast

Development
The Dreamcast was preceded by the Sega Saturn.

Developers were intrigued by the capabilities of the Dreamcast, with a less limiting environment enabling them to pursue more ideas easily.

Sega wanted to reinvent their brand and considered 5,000 names before deciding on melding "Dream" and "Broadcast" to make the name Dreamcast, emphasizing the system's online capabilities as a major selling point in the net centric late 1990's.

Launch
The Dreamcast was launched in Japan in November of 1998. Notably for the VMU this launch was very close to the launch of the competing GameBoy Color.

The Dreamcast was launched in the United States on September 9th, 1999 (9/9/99) for a cost of $199, and had over 300,000 preorders. In the United States a million Dreamcast consoles were sold within the first month of launching.

Legacy
In early 2001 Sega announced they would discontinue Dreamcast production in favor of pursuing software on other platforms. Sega Chairman and President Isao Okawa donated 85 billion yen (Then worth $692 million US Dollars) of personal funds to ensure Sega continued to operate while the company began to focus on software. 9.13 million Dreamcast consoles were sold around the globe.

Following it's discontinuation, the Dreamcast and its game library retained a cult following. As recently as 2019, third party manufacturers found it viable to design and produce new peripherals for the system, demonstrating that while the console failed to find mass market success, it still retained a notable longevity in its postmarket niche.

The legacy of the Dreamcast was bittersweet for Sega, its last major console was an innovative platform that was well received critically, but was unable to achieve the commercial success needed for Sega to remain in the console business.

The Dreamcast is uniquely situated in gaming chronology, as no major home console released around it. Thus while most credit it as being an early sixth generation system, some instead classify it as a late fifth generation system. Technologically, it far surpasses most fifth generation systems, yet falls far short of sixth generation systems.

Technology
"Dreamcast was one of the nicest early consoles to develop for."

Compute
A Hitachi SH-4 CPU clocked at 200 megahertz powers the Dreamcast. The CPU is capable of about 1.4 GigaFLOPS. Compared to the prior Sega Saturn, this CPU choice was a straightforward choice with good performance.

The Dreamcast uses a custom GPU called Holly, featuring a NEC PowerVR2 DC core clocked at 100 megahertz. The GPU is capable of rendering about 7 million polygons with textures and lighting a second, an impressive level or performance for the time.

The Dreamcast shipped with 16 megabytes of RAM. The Dreamcast also has 8 megabytes of VRAM and 2 megabytes of Sound RAM.

A Yamaha AICA Chip including a 32-bit ARM7DI CPU clocked at 45 megahertz and capable of 40 MIPS (million instructions per second) is dedicated for sound processing including surround sound support. This was quite powerful for an audio chip, as this processor alone had a performance comparable the primary CPU of the previous generation PlayStation 1.

Hardware
The Dreamcast uses special one gigabyte capacity GD-Rom disks.

The Dreamcast supported Dial-Up internet, with a 33.6k speed modem at launch and a faster 56k speed modem after September 1999. As a result of having standard online functionality, the Dreamcast became an early console to support downloadable content for games.

The hardware is noted for the unique sounds it makes while in operation.

The Dreamcast controller does not use traditional potentiometers for it's controller, but instead uses a hall effect sensor to determine analog positions by referencing internal magnets on the stick and triggers in relation to known sensor positions, greatly reducing controller wear by eliminating a significant mechanical action.

Software
Most Dreamcast games used custom software from Sega. The Windows CE SDK (Software Development Kit) was optionally available for developers to use on the Dreamcast, allowing the use of common Windows game development tools including the Visual C++ programming language, the DirectPlay network library, and the DirectX graphics API (Application Programming Interface) in game development for the Dreamcast. Only about 50 Dreamcast games leveraged the. Windows CE SDK.

Bleamcast was an early commercial emulator released for the Dreamcast, allowing the system to emulate certain PlayStation 1 games, a major accomplishment for the time which caught industry attention.

1998

 * Sonic Adventure

1999

 * Seaman
 * Soulcalibur
 * Shenmue - An early open world 3D RPG. The most expensive game produced at the time.
 * ChuChu Rocket!
 * Time Stalkers

Space Channel 5
Space Channel 5 is a game revolving around pressing specific buttons in tune to a beat, and features a comical story about a space reporter protagonist dance battling aliens.

Read more about Space Channel 5 on Wikipedia.

2000

 * The Typing of the Dead
 * Skies of Arcadia
 * Jet Set Radio / Jet Grind Radio
 * Crazy Taxi
 * Phantasy Star Online - Early online console RPG
 * The Nomad Soul
 * Samba de Amigo - Rhythm game featuring latin songs.

Shenmue II
Shenmue II improved on the original by offering features that helped the player experience. Shenmue II is set in a vast simulated Hong Kong.

Rez
Rez is a shooter bound together with a rhythm game, where shots influence the music. The game has psychedelic visuals which are influenced by gameplay.

When this Dreamcast original was released for the PlayStation 2, a vibration accessory was released with it.

Atelier Marie: The Alchemist of Salburg & Atelier Elie
A port from earlier platforms, this game had unusually open gameplay for the time, creating a more free form RPG experience.

A bundled disk with bonus features like screensavers also accidentally included a virus for Windows computers, but left the Dreamcast unharmed.

2002

 * Ikaruga

Space Channel 5: Part 2
Space Channel 5: Part 2 is noted for it's number of endings.

Late in development, Michael Jackson was added to the game as the character Space Michael.

Fuji Divers 2000 Series CX-1
The Divers 2000 Series CX-1 integrated a Dreamcast into a television.


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History of video games/Platforms/GameCube

Dolphin Development
The GameCube was proceeded by the Nintendo 64. Planning for a successor console began by May 1998.

The GPU of the Gamecube was developed by ArtX, a company formed in 1998 by former SGI and MIPS employees, many of whom worked on the N64. The system launched with the Flipper chip for the GPU, following an acquisition of ArtX by ATI.

An stereoscopic LCD attachment was considered for a 3D display, but was not considered due to cost. An attempt was made to implement this on the Game Boy Advance SP, and finally actually implemented on the Nintendo DS.

Both a dockable portable hybrid console GameCube, and HD supporting GameCube model was considered.

Launch
"Born to Play"

The highly anticipated GameCube was unveiled at Nintendo's Spaceworld 2000 convention, though playable units were not shown. Spaceworld 2000 included Meowth's Party, an interactive musical tech demo.

The Nintendo GameCube was released in 2001.

The GameCube was not well advertised.

In 2003 Nintendo President Satoru Iwata publicly voiced opposition against charging for online services for games which had already been paid for.

GameCube consoles made after 2004 did not come with a Digital AV port.

Legacy
Production of GameCube consoles ended in 2007. 21.74 million GameCube consoles were sold.

The GameCube was succeeded by the Nintendo Wii, which was backwards compatible with most (but not all) GameCube games and accessories, until late model Wii consoles dropped GameCube support. The base technical architecture of the GameCube would remain in use up to the Wii U.

Immediately following the release of the Wii, both consumers and the industry quickly moved on from the GameCube. Some gamers took note of the reduced interest to pick up extremely cheap used GameCube titles as space was made for more popular products. Over time the price of GameCube titles has increased dramatically, with used games often reaching or exceeding their cost new. By 2021 some older gamers expressed surprise when a reference to the GameCube was not understood by younger gamers, indicating a cultural divide.

The GameCube is remembered for its solid library of games.

Technology
"The GameCube is an optimized machine for gaming and really what we've tried to do is eliminate all the bottlenecks in the processing system so that the games will run smoother."

Compute
The GameCube is powered by a 32-bit PowerPC Gecko CPU, a modified version of the IBM PowerPC 750CXe processor which ran at a clock speed of 486 megahertz.

The GameCube has a virtual memory unit and two kinds of RAM: 24 megabytes of fast ram and 16 megabytes of slower RAM.

The CPU has a 5 watt TDP, relatively low for the time. The GameCube was capable of 9.4 gigaflops.

Hardware
Some Gamecubes had a digital AV port, which was intended for Stereoscopic output, though this feature wasn't advertised, and the only game to support it was Luigi's Mansion.

GameCube disks are 80 mm in diameter and hold 1.5 gigabytes of data.

A handle was included to increase system portability.

The circular plastic "jewel" featuring the logo on top of the GameCube could be swapped.

Controller
The GameCube controller has dual analog triggers, allowing for pressure sensitive contexts in games.

Luigi's Mansion
Luigi's Mansion was a launch title for the GameCube, and gave character to Luigi. This game focused on exploration, and using new powers to further that exploration.

The game was also seen by reviewers as a demonstration of the GameCube's graphical power.

Super Smash Bros. Melee
Super Smash Bros. Melee is a fighting game which was praised by reviewers at the time of release for improving graphics, as well as for adding 14 additional characters and generally providing a fun multiplayer experience.

In 2020 Super Smash Bros. Melee was still a significant game in eSports. The game has also been used in AI research.

Pikmin
Pikmin has a unique take on real time strategy, focusing on orchestrating as many as 100 Pikmin creatures at once.

Pikmin was well received, in part for its innovative gameplay mechanics such as allowing for up to 100 followers.

To promote the launch of Pikmin, a new breed of Sutera genus flower was developed called "The Pikmin Flower".

Animal Crossing
Animal Crossing is a port of the Japan only Animal Forest for the Nintendo 64, which was originally intended to release for the failed 64DD add-on. The game centers around a simulated town, where time in the game corresponds with time in real life.

Animal Crossing was praised by reviewers for encouraging player creativity and expression.

Uniquely for the time, Animal Crossing contains a number of NES games, and can download these games to a connected Game Boy Advance. The game also supported the E-Reader and other functionality with the Game Boy Advance.

Star Wars Rogue Squadron II: Rogue Leader
A launch title that sold two million copies, Rogue Leader was praised for its excellent graphics, intuitive controls, and epic scale battles.

Read more about Star Wars Rogue Squadron II: Rogue Leader on Wikipedia.

2002

 * Star Fox Adventures
 * Metroid Prime
 * The Legend of Zelda: The Wind Waker
 * Eternal Darkness
 * Mario Party 4

Super Mario Sunshine
This game is noted for its impressive water visuals.

Read more about Super Mario Sunshine on Wikipedia.

2003

 * Kirby Air Ride
 * Final Fantasy Crystal Chronicles
 * Pokémon Colosseum
 * 1080° Avalanche
 * Baten Kaitos: Eternal Wings and the Lost Ocean
 * Star Wars Rogue Squadron III: Rebel Strike
 * Viewtiful Joe
 * Harvest Moon: A Wonderful Life
 * Mario Party 5
 * Mega Man Network Transmission

Mario Kart: Double Dash
16 players could play at the same time by using multiple GameCubes with broadband adapters.

Read more about Mario Kart: Double Dash on Wikipedia.

F-Zero GX
A version of the Arcade game F-Zero AX was hidden on the F-Zero GX disk.

Read more about F-Zero GX on Wikipedia.

Tales of Symphonia
This game was an incredibly important release in the Japanese market, and its release helped promote GameCube sales in Japan.

Read more about Tales of Symphonia on Wikipedia.

Billy Hatcher and the Giant Egg
Read more about Billy Hatcher and the Giant Egg on Wikipedia.

2004

 * Pikmin 2
 * Metal Gear Solid: The Twin Snakes
 * Mario Party 6

Paper Mario: The Thousand-Year Door
A quality RPG widely regarded as one of the best in the series,  and is sometimes considered among the finest RPGs ever made.

The game would have a lasting influence, due to its discussion of surprisingly deep themes. In non English language releases, the character Vivian is represented as a transwoman, a notable inclusion for a major title at the time. Later on Vivian became a symbol of Transgender gamers, due to her positive portrayal in the game, and her storyline discussing themes of familial rejection for expressing her identity - an unfortunately common issue faced by many transgender people.

Read more about Paper Mario: The Thousand-Year Door and Vivian on Wikipedia.

2005

 * Resident Evil 4
 * Chibi-Robo! (video game)
 * Pokémon XD: Gale of Darkness
 * Fire Emblem: Path of Radiance
 * Killer7
 * Harvest Moon: Magical Melody
 * Mario Party 7
 * Mario Superstar Baseball

2006

 * The Legend of Zelda: Twilight Princess
 * Odama

Special Edition GameCubes

 * Panasonic Q - A version of the GameCube that can play full size DVDs and had optical out for audio.
 * Char edition - A late 2003 version of the GameCube themed in brilliant red after Mobile Suit Gundam character Char Aznable.
 * Tales of Symphonia - Japanese only "Symphonic Green" (lime green) GameCube including Lloyd decal with matching color GBA Player add on and controller, as well as a 59 block memory card and a copy of the game.
 * McDonalds Kiosk - A kiosk using a GameCube for use in McDonalds restaurants.
 * Starlight Gaming Station - Kiosk for hospital use.

External Resources

 * Video Game Console Library - GameCube page.
 * Video Game Console Library - Panasonic Q page.


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User talk:PanosKratimenos/sandbox/BASC001/2020-21/Thursday11-12/History

Whatsapp Group Chat
This group has been coordinating work on sandbox assignment in a Whatsapp group chat. The main points were duplicated on the discussion pages, but the majority of communication was happening in the chat.--Usernamee anonymous (discuss • contribs) 16:46, 10 November 2020 (UTC)

Things to be sorted out (follow up from meeting on MS Teams (3rd Nov)
Hi everyone! This is a quick summary of things we have discussed during the call on MS Teams so that everyone can follow up with whatever they have to do.

 * 1. Add subheadings for the section on 	History of Medicine as a Discipline
 * 2. Add examples for the Emergence of Sustainable Architecture in the 20th Century
 * 3. Possible collaborative work under History of Lifestyle Medicine as a Discipline (Technology (IT) or culture)
 * 4. Completion of History of Economics as a Discipline
 * 5. Formatting - moving history of history to the top of the page
 * 6. Formatting - referencing, proper reference instead of links, deal with invalid links, repeated citations etc.

Let me know if there's anything that I missed out! - Shaunice34 (discuss • contribs) 12:17, 3 November 2020 (UTC)
 * I have refined the formatting for the repeated citations on the history of history section and moved it to the top of the page as well! -Shaunice34 (discuss • contribs) 20:15, 3 November 2020 (UTC)

General Guidance Questions/Points to Consider
Hello! As we’ve discussed before, we should create a list of some general questions and points to address to help guide us in our research of the history of our disciplines, and structuring and editing of the content.

List of questions to consider:
 * 1. What is the discipline? (Include definitions; explain the core nature of the discipline.)
 * 2. How did the discipline start? When? Why? Where? (Explore roots of the discipline and its potential beginning markers.)
 * 3. How has the discipline developed over the years?
 * 4. Explore and evaluate the different approaches to the discipline, perhaps in the perspectives of other disciplines. (Talk extensively about the integration of disciplines!)
 * 5. Evaluate the methodologies and working practices of the discipline.
 * 6. How did the discipline end (if yet/ever)? - Maybe we can consider and discuss the potential precursors to its possible downfall if any.

That’s all I can think of right now — what else should or may be good to be addressed? Any questions/points already mentioned that we should place most emphasis on? -- Kerocringe09 (discuss • contribs) 21:58, 19 October 2020 (UTC)

 * This is a really good guideline! I think point 3 is a really good opportunity to introduce interdisciplinarity as well; we could potentially focus on the impact or influences of other disciplines in the development of the discipline. I think it might also be interesting to explore the history of conflict with other disciplines as well. --- I am very blind (discuss • contribs) 20:29, 18 October 2020 (UTC)

 * I am thinking about including in the introduction to a discipline, such as Psychology, about how a paradigm shift, and a change in perspectives in society, have contributed to a shift in the approach towards an interdisciplinary study. For example, how disciplines which were not connected before, have been connected due to a change in social, environmental or political perspectives. Do you think this is a good idea to include in the introduction to a section if applicable to that specific section? - Citrus48 (discuss • contribs) 00:48, 19 October 2020 (UTC)

 * Oh, that sound's like a great idea! Though, in terms of structure, I personally think that would more appropriately be fitted under a subsection of the development of a discipline, rather than the introduction. (Unless it were to be briefly introduced in the introduction.) At least for the discipline of Lifestyle Medicine (which I'm currently working on), I'd structure it that way whereby the initial working practices of lifestyle medicine involved nutrition and diet primarily, but now is approached by and intercalated with many other disciplines such as Psychology, Culture, Language etc. (Though I've not yet considered whether it was as a result of any of those factors you've mentioned, so I'll now keep that in mind, thank you!) -- Kerocringe09 (discuss • contribs) 12:03, 19 October 2020 (UTC)

 * I think it would be a good idea to introduce interdisciplinarity itself, and perhaps even what 'the history of disciplines' means, before diving into the disciplines at the beginning of the overall structure. Perhaps a short and concise introduction would be helpful to understand the page. Is this suitable? - Citrus48 (discuss • contribs) 00:57, 19 October 2020 (UTC)

 * I think those are great ideas! Just go ahead! You don't need to ask permission to add sections that you think would be good. -- I am very blind (discuss • contribs) 11:06, 19 October 2020 (UTC)

 * Definitely! I agree — setting the general context at the start of the page would be really helpful for the reader (and ourselves to be honest). -- Kerocringe09 (discuss • contribs) 12:03, 19 October 2020 (UTC)

 * I feel that there is one other important point. The guidance for this assignment states that high-quality examples are quite specific, they talk about the history of a certain issue/concept/methodology in the discipline(s). -- Usernamee anonymous (discuss • contribs) 15:11, 19 October 2020 (UTC)

 * Hi guys! Great ideas so far and I did use this template while writing about Public Health. I think another point we should keep in mind is that many of disciplines we each have written about overlap considerably so let's collaborate to write their interdisciplinary section? For example, public health and lifestyle medicine or public health and economics. --Feminist06 (discuss • contribs) 06:48, 26 October 2020 (UTC)

Sustainable Architecture
Hello! I’ve added my first draft about sustainable architecture. It definitely needs more examples of historic events and disciplines that brought about sustainable architecture in “The 20th century. Emergence of sustainable architecture” section, I’ll try to come up with some later. Feel free to contribute! -- Usernamee anonymous (discuss • contribs) 14:58, 19 October 2020 (UTC)

 * Noted! I've made really minor edits to some minor spelling errors and brushed up the Wikitext referencing format. Hope that's okay with you! Do let me know if not though. Thanks! -- Kerocringe09 (discuss • contribs) 19:27, 19 October 2020 (UTC)

Lifestyle Medicine
Hello! I've just added an introductory section under History of Lifestyle Medicine As a Discipline. Feel free to add to it! I'll be adding more sections under it very soon and let everyone know of it soon. -- Kerocringe09 (discuss • contribs) 19:53, 19 October 2020 (UTC)

 * Would love to elaborate and contribute to the section about Interdisciplinarity between public health and lifestyle medicine! Would Kerocringe09 maybe like to collaborate on this section so the process is more efficient for both of us? --Feminist06 (discuss • contribs) 07:15, 26 October 2020 (UTC)

 * Sure! I'll add any more information I can find after you're done with your part so just let me know. Thanks! -- Kerocringe09 (discuss • contribs) 15:55, 26 October 2020 (UTC)

 * Hey, I am done adding my inputs to that section. Please elaborate anywhere that you feel may be lacking. Or actually, I needed help finding a reference for general recommendations provided by lifestyle medicine specialists, if you could help with that, it would be grand! Thanks! --Feminist06 (discuss • contribs) 06:35, 27 October 2020 (UTC)

 * Hello! Sorry for getting back to you on such a late note! Thanks for your contribution! Here are some resources that mention some proposed (or already existing) lifestyle medicine applications in public health and health policy:
 * - Lifestyle Medicine: The Health Promoting Power of Daily Habits and Practices
 * - Medicine’s Response to Lifestyle-Related Preventable Illness

 * Hope they're helpful! -- Kerocringe09 (discuss • contribs) 14:01, 2 November 2020 (UTC)

 * The first one is perfect! Thanks for your contribution. --Feminist06 (discuss • contribs) 14:10, 2 November 2020 (UTC)

Resources for Lifestyle Medicine - Technology subsection
Hello! So I've left the Technology subsection empty so please feel free to start it off! It's a really interesting part because in this case, I think technology plays more than one role in lifestyle medicine. It seems to be both the cause of a problem (that lifestyle medicine looks to address) and one that aids lifestyle medicine's practices. So you could go down any of those routes or even both! The problem refers to 'technology-induced pathology' where things like gaming disorders and social media addiction is tackled through lifestyle medicine-based approaches. In terms of its benefits, lifestyle medicine has been cooperating technology as a means to further address its goals more efficiently and effectively with the ever-evolving advancement of technology, such as through digitalised health applications (e.g. fitness and diet tracking). I think this will be really cool to talk about as technology has both positive and negative impacts, or rather lifestyle medicine and technology interact with each other in very different manners! If any of you are interested in contributing to that subsection, I have some interesting resources to get you started on it (although some of these aren't available as full texts admittedly):
 * - Chapter 17 - Technology-Induced Pathology: Watch (This) Space
 * - Lifestyle medicine and use of technology in current healthcare
 * - Utilizing Digital Health Technologies for Patient Education in Lifestyle Medicine
 * - Scaling lifestyle medicine with technology *Note: this is a blog post/article, but a good read regardless!

I'll add more to the list above if I find anymore useful resources. I'd love to see what else you guys can find out about this and hear your thoughts on this particular topic! Please do let me know if you end up contributing so we can discuss more about this if you'd like. Thanks! -- Kerocringe09 (discuss • contribs) 17:13, 22 October 2020 (UTC)

 * Hello! I have added a little information into the section about psychology's contribution to lifestyle medicine. I hope it is alright, and please feel free to edit and morph it. - Citrus48 (discuss • contribs) 00:07, 23 October 2020 (UTC)

 * Of course it's fine! I'll give it a read soon, thanks! -- Kerocringe09 (discuss • contribs) 08:37, 23 October 2020 (UTC)

History
Hi Everyone! I've just transferred my sandbox content from my previous seminar sandbox, it's the section on history of history. Feel free to add new sections or let me know if there's anything you would like to discuss! Shaunice34 (discuss • contribs) 20:08, 21 October 2020 (UTC)

 * I added a new section on history and other disciplines as suggested by some of you during the MS teams call we had previously, hope it all makes sense! - Shaunice34 (discuss • contribs) 11:49, 10 November 2020 (UTC)

Medicine
Hello! I was thinking about how we could also include a section on the history of medicine, especially as how once connected with technology, there was a shift in more research findings, and changes in medical procedures such as operating a laparoscopic procedure, or any newly introduced minimally invasive procedures which reduces the risk of blood loss and infections. Along with technology, we could include how we can now conduct neonatal surgeries and perhaps even on the shift from natural birth procedures to a C-section if the baby is not in suitable conditions to be delivered through a natural birth. Does anyone have any more ideas? I might start this section, please feel free to add on or edit! - Citrus48 (discuss • contribs) 00:27, 23 October 2020 (UTC)

Economics
Hey! I was just reading through the sub-section of Conflict between Economics and Other Disciplines and while I really liked the points made, I think they could be elaborated and referenced much more with just some more research. I'll get that done by tonight. --Feminist06 (discuss • contribs) 07:08, 26 October 2020 (UTC)

 * Hey! I saw your edits and your resource was really interesting and inspired me to add more to the history section! Is it okay if I shift some parts or your edit to incorporate it into the history section and also add to what you said in the conflict section to merge your edit into the existing stuff? Thanks!! -- I am very blind (discuss • contribs) 00:59, 27 October 2020 (UTC)

 * Yeah, no problem! Please let me know once you're done. --Feminist06 (discuss • contribs) 06:39, 27 October 2020 (UTC)

 * I've edited it! I saw your edits and tried my best to incorporate them into one big coherent paragraph! -- I am very blind (discuss • contribs) 14:43, 27 October 2020 (UTC)

Hi! Would 'I am very blind' like to collaborate on an interdisciplinary exploration into public health and economics, taking into account the covid situation right now as well as the rise of biological weapons? Or if anyone else would like to, please message me! --Feminist06 (discuss • contribs) 09:00, 26 October 2020 (UTC)

 * I'd love to collaborate! What sort of direction would you like to go into regarding the interdisciplinary ties between public health and economics? -- I am very blind (discuss • contribs) 00:59, 27 October 2020 (UTC)

 * Hey, I was thinking of exploring the situation regarding Covid-19 as many countries are easing lockdown measures, even though cases continue rising, due to a crippling economy. It represents a conflict of interest in the Interdisciplinarity of public health and economics and would be great to research and analyse. We could also add a section about biological weapons, just the theory behind them and possible consequences? Let me know what you think! --Feminist06 (discuss • contribs) 06:39, 27 October 2020 (UTC)

 * I believe the covid-19 public health against economic growth is an excellent example of conflict of interest! I'm not too sure on biological weapons though as I don't believe that is directly constituted as something regarded in economics. -- I am very blind (discuss • contribs) 14:50, 27 October 2020 (UTC)

 * Hi! Spent the weeks researching. I agree with the biological weapons part, we should leave that for now. Also, I realised that the COVID-19 pandemic does not really constitute as history, as its still going on right now. So, instead, I'll be looking at the example of HIV/AIDS and how economists and public health experts collaborated and handled it. Super briefly though!--Feminist06 (discuss • contribs) 13:45, 2 November 2020 (UTC)

 * Hello I am very blind! I just got done adding the real life example of HIV/AIDS to the sandbox. You can now add your bit about the history of their interdisciplinarity. Hope you get on well! --Feminist06 (discuss • contribs) 18:13, 2 November 2020 (UTC)

 * Hey Feminist06! I just read your section. Really interesting! I think that I'll add brief part on the relationship between public health and maybe any significant developments of its interdisciplinary nature to try and put your real life example about AIDS into context of the disciplines! --- I am very blind (discuss • contribs) 02:23, 3 November 2020 (UTC)

 * Hello Feminist06! I have completed my contributions to the public health and economics. I was very interested in my research and got a bit carried away and wrote a little more than a brief introduction. Please read through and adjust however you feel is right! --- I am very blind (discuss • contribs) 02:23, 3 November 2020 (UTC)

 * Hi I am very blind. I am indeed greatly impressed by your research and I think there is great coherence between our portions now. It was a delight collaborating with you on this! --Feminist06 (discuss • contribs) 14:24, 10 November 2020 (UTC)

Hello! I've just added my part to the Economics and Psychology section. I have yet to deal with the citations and do them properly, so I'll make sure to do that very soon. -- Kerocringe09 (discuss • contribs) 15:55, 26 October 2020 (UTC)

Hi! I added some hyperlinks to keywords that I thought were important under the section - History of Economics as a Discipline because I think it will give the readers a better understanding of specific words mentioned, so if you typed anything under that can you check that the hyperlinks I used are appropriate? If not feel free to delete or remove them! - Shaunice34 (discuss • contribs) 14:57, 7 November 2020 (UTC)

Aeronautical Engineering
Hello all. Very late in joining the party, so not expecting any replies, don't worry! I've done my history section on the discipline of aeronautical engineering in the time before the advent of the space age. If anyone has any thoughts feel free to let me know, but im not expecting anything, because it is past the original submission deadline. Cheers! -- Cakeordeath123 (discuss • contribs) 16:38, 15 November 2020 (UTC)

Question about Reference List(s) Structure
Hello! Do you guys think we should make separate reference lists for each main section, or have all of the references compiled at the end of the page (as normal)? Personally, the former might be more coherent in its structure — thoughts? -- Kerocringe09 (discuss • contribs) 19:59, 19 October 2020 (UTC)

 * I think that separate lists is a good idea, but I'm not sure how to go about doing that? Does anyone know? --I am very blind (discuss • contribs) 22:24, 21 October 2020 (UTC)

 * To add the reference list in each section separately, we would have to make a notes / references section under each section like how we make the sections itself (such as by including a number of equals signs before and after 'References'), and then inputting the tag 'sup' in the following brackets:<>, followed by a reference number (such as 1), followed by the tag , followed by the cited reference. This would also include adding the same tag at the place in the main text we are referencing. Overall, I personally believe that citing all of the references at the end of the page would allow it to be coherent for the reader as it would not disrupt the flow of reading, and additionally, as the references are numbered, the references collectively would be in the order of the sections. What are your views? - Citrus48 (discuss • contribs) 22:53, 22 October 2020 (UTC)

 * Thank you so much for letting us know how to do it. But after some thought, I do also agree that it would probably flow better for the reader in terms of coherence as well. So I think we should leave it as it is with all references at the end of the page. Thanks for your comments everyone! -- Kerocringe09 (discuss • contribs) 11:11, 10 November 2020 (UTC)

Discussion about formatting, whether or not we need to capitalise things?
Hi everyone, there's an article about Wikipedia naming conventions, and I was wondering whether you guys agree that we should de-capitalise words that are not proper nouns or the first letter in the article? From my knowledge, apart from disciplines that are languages, for example English, French etc. all other disciplines are not considered as proper nouns and thus do not capitalising. Please let me know what you guys think! Shaunice34 (discuss • contribs) 12:20, 22 October 2020 (UTC)

 * Hello! That's interesting! I had no clue about this convention and had a quick look at the page you sent me and then skimmed through this discussion page at Capitalization in heading. There seems to be a heated debate about the different styles: whether sentence-case rules vs title-case rules should apply to Wikipedia headings; how it is a matter of style preference (American vs British styles have different rules regarding this if I'm not wrong), and even just a matter of aesthetic preference. I'll have to be perfectly honest: I am more than often driven away from pages that do not capitalise the nouns in their headings because aesthetically it doesn't seem professional to me and therefore leads me to quite frankly have the impression that they perhaps lack some form of credibility. (Of course that isn't something I should't be basing their credibility off of, but it is merely the impression I get.) But then again, this is because I also just wasn't aware of such a rule on Wikipedia before your question. Personally, I think I wouldn't de-capitalise our headings for the reasons that I've mentioned and because it is only really a 'convention', not necessarily a rule — and so I don't see too much of a need to follow it. (Hope what I said made sense!) What does everyone else think?

 * (P.S. I should also add that I am mainly talking about de-capitalisation of titles and subheadings.) -- Kerocringe09 (discuss • contribs) 13:51, 22 October 2020 (UTC)

 * I think this all makes sense and I agree with you in terms of the intuitively thinking it's more professional feeling!! I guess we can just leave it as it is as long as we are consistent with what we do then all is good. But let's wait and see what everyone else thinks! Shaunice34 (discuss • contribs) 15:09, 22 October 2020 (UTC)

 * I agree with both of you! I found the conventions thing an interesting read, but if it is not required, I feel like our current formatting is more professional looking and just prefer it for aesthetic purposes. -- I am very blind (discuss • contribs) 12:41, 23 October 2020 (UTC)

 * Hi! I just noticed that there is no consistent capitalisation of the word 'Economics' in the section of the Economics discipline. I am changing it all to capitalised 'Economics' because I think subjects or disciplines are such should be capitalised. Please be more careful next time! --Feminist06 (discuss • contribs) 06:53, 26 October 2020 (UTC)

Question on Media
Hello, I was wondering whether we should include images or any media such as diagram representations of information, illustrations, and so on, from Wiki Commons which have a license that allows us to use the image while crediting the original author. What are your thoughts? - Citrus48 (discuss • contribs) 02:07, 27 October 2020 (UTC)

 * Definitely! I believe we should use some media, as that will break up the huge chunks of content and will provide helpful visual cues. --Feminist06 (discuss • contribs) 06:34, 27 October 2020 (UTC)

 * I agree with the both of you! -- Kerocringe09 (discuss • contribs) 06:36, 27 October 2020 (UTC)

Update: Hello! I've added images in some sections where I felt would be most valuable for the reader! Please do remove or change them however you'd like. -- Kerocringe09 (discuss • contribs) 11:08, 10 November 2020 (UTC)

Structuring of the Whole Page
Hello everyone! Since we have done some restructuring of all of our pages to group like-content together, I was wondering about your thoughts on moving it so that the medicine, public health and lifestyle medicine sections together? -- I am very blind (discuss • contribs) 05:33, 10 November 2020 (UTC)

 * Hi! That sounds good to me! I guess if we wanted to, we could also group the arts and humanities at the top (History, Economics, Sustainable Architecture and Psychology) at the top and then have (Medicine, Lifestyle Medicine and Public Health) below — that is my proposed order. It's not necessary but I think it would make sense. Let me know what you think! -- Kerocringe09 (discuss • contribs) 05:46, 10 November 2020 (UTC)

 * Yes I agree with the suggestion of grouping them that way. However I was thinking of this order (History, Sustainable Architecture, Economics, Psychology, Life style medicine, Public Health, Medicine) - This is because, Economics includes a section on Psychology and Economics, then it will fall nicely into the Psychology section, while life style medicine includes a section that links to psychology as well and it also has a section that links to public health as well. With this in mind, I would perhaps suggest to change the sequence of the economics section so swap Emergence of Interdisciplinarity: History of Demography and Economics with Emergence of Interdisciplinarity: History of Psychology and Economics, as it follows smoothly. Let me know if you think otherwise. Hope this makes sense! -Shaunice34 (discuss • contribs) 09:47, 10 November 2020 (UTC)

 * That sounds good too — I agree with your proposed structure! -- Kerocringe09 (discuss • contribs) 10:40, 10 November 2020 (UTC)

 * Yep! I agree with psychology and eocnomics being together since they're both social sciences and because of the reasoning Shaunice34 gave about the content! - I am very blind (discuss • contribs) 11:47, 10 November 2020 (UTC)


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User:Sunnday

sunnday

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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/History/History of religious studies

Defining religious studies
Seeing the variety and importance of religious beliefs and organizations around the world, we understand that religion has an important place in the lives of many people. While the definition of "religion" is highly controversial, defining the study of religions is simpler. It is an academic field which seeks to explain religion in a neutral and objective way. According to the professor Russell T. McCutcheon of the University of Alabama, religious studies are an “anthropological enterprise” that is “primarily concerned with studying people, their beliefs, behaviors, and institutions”.

History of religious studies as a discipline
If people's interest in religion goes back a long time, studying religion is rather new. The modern study of religion began in the 19th century when the aim was to understand the nature and function of religion. At that time, most of the teachers taught subjects such as “the comparative study of religion” or “the history of religion”. They did not consider themselves as teachers of religious studies because their teaching focused on subjects related to religion but not centred on it. If the interest was firstly about Western-Christianity, they gradually became interested in the study of others religions and non-Western religious texts.

During the second half of the 20th century, religious studies became a major academic field. In 1949, it was finally considered as a distinct subject when Geoffrey Parrinder became a lecturer in Religious Studies at the University College Ibadan. The discipline then becomes common and in 1964, the American Academy of Religion was formed in order to gather scholars of this field and foster the study of religion. Indeed, this discipline lost popularity at the end of the 20th century, which is often attributed to the difficulty of teaching this subject in view of its interdisciplinary approach and multicultural perspective.

Future of the discipline
The study of religions seems to be moving towards a more multidisciplinary approach to the problems it raises to favor the utilitarian aspects of the discipline. The emergence of new religious movements is pushing the discipline to evolve which enhanced its popularity and thus suggests that it will increase.


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History of video games/Platforms/Nintendo Entertainment System

Famicom Development
The Famicom, and by extension the Nintendo Entertainment System, was proceeded by the Color TV-Game Series. Development was lead by noted engineer Masayuki Uemura, who was asked to develop a new more competitive and advanced home gaming system by Nintendo President Hiroshi Yamauchi during a phone call to the Uemura house. This was part of a larger strategy in which Hiroshi Yamauchi decided to reinvest profits from the Color TV Game and Game and watch systems into further game products.

Plans for the system originally called for a 16-bit CPU but a more economical 8-bit CPU was chosen. Nintendo was able to further optimize the cost of the CPU by placing a very large bulk order with Ricoh, who had an underutilized factory at the time. This technical choice had an additional unexpected effect of attracting developer Satoru Iwata to the system, who would later become a key developer at Nintendo, and later serve as its president.

NES Development

In 1983 Nintendo approached Atari about releasing their console in the USA, and agreed on it until a misunderstanding at CES 1983 sunk the deal.

Designer Lance Barr was charged with refining the design of the NES to make it appealing to American audiences while keeping costs low, ultimately creating an iconic design.

Nintendo would attempt to make an user avatar system for the console, but this would ultimately be scrapped and shelved until the release of Miis on the Nintendo Wii decades later.

Launch
"Now you're Playing with Power!"

The Family Computer (Famicom) was released in Japan on July 15, 1983 at a cost of 14,800 yen. Nintendo later released the similar Nintendo Entertainment System (NES) to international markets. The NES saw its American release in 1985, and European release in 1986. In the United States the NES was a dominant player in the market, and was so popular that it began to alter how people discussed gaming, with many people using the word "Nintendo" to describe video games in general for a time, even those not made by Nintendo. Fearing the word "Nintendo" might become a generic trademark, Nintendo promoted the word "Game Console" instead.

Internationally the NES received significant challenges from the Sega Master System particularly in South America and Europe.

1983 also saw the launch of the Sharp Game Television (Also known as the Sharp Nintendo Television or as the Sharp C1 NES TV) which integrated a Famicom with a 19 inch TV costing 145,000 yen or a 14 inch TV that cost 93,000 yen.

Seal of Quality
To avoid negative associations with video game consoles following the video game crash of 1983, Nintendo used careful wording in its marketing to brand the NES as an "Entertainment" system, rather then a game console. To avoid a repeat of the poor quality games that caused the crash, Nintendo required licensed developers to limit game releases to two a year, as well as to censor overt depictions of gore and other sensitive subjects. These policies were a cause of friction between some developers and Nintendo.

Later on in the system life, an Atari subsidiary would break the lockout protection used to enforce Nintendo's licensing, though this resulted in legal challenges. This inspired other companies to make their own bypass, though methods that used a charge pump or negative voltage spike could damage the system.

Smash hit
The NES had a limited United States of America launch in New York City and Los Angeles October 15th, 1985, with a nationwide release a year later. These first markets were picked to see if the NES could survive in difficult markets, and retailers were persuaded to carry the system by only needing to pay for systems sold, with unsold stock being fully returnable. The 1989 television show Captain N was used to promote Nintendo products.

The Famicom Tiler was jointly launched by Nintendo and Sharp in 1989 at a cost of 43,000 yen, and added video editing features and S-Video to improve screen captures for media outlets.

International Adoption
Some regions such as India saw officially licensed versions of the NES released under other names.

Other clones were unlicensed, like the Dendy console, made in Taiwan for the newly accessible Russian market where it was legal due to a lack of Intellectual property laws at the time. This later led to an official partnership between Dendy and Nintendo.

NES 101
In 1993 the NES 101, a cost reduced version of the NES was released, removing the composite output and lowering the price to $49.99.

Legacy
61.91 million NES and Famicom consoles were sold.

The Nintendo Entertainment System and the Famicom was succeeded by the Super Nintendo Entertainment System and the Super Famicom.

Nintendo stopped producing new NES units in 1995, new Famicom systems in 2003, and stopped repairing Famicom systems in 2007.

Compute
The NES CPU was a reduced feature version of the MOS 6502, a Rioch 2A03. The CPU was clocked at 1.789773Mhz in NTSC regions, and at 1.773447Mhz in PAL regions.

The NES had two kilobytes of RAM and two kilobytes of video RAM.

Graphics
The NES had a Rioch 2C02 Picture Processing Unit (PPU) for graphical output, supporting up to 52 colors and 64 sprites. The PPU was clocked at 5.37 megahertz. The PPU had 256 bytes of memory located directly on chip, which was known as Object Attribute Memory. The PPU had a number of limitations on what it could do simultaniously, notably limiting sprites to use only 3 colors at a time, with an additional transparency color. However, clever programmers and artists often found ways to lean into or even subvert these limitations through guile and wit. The PPU of the NES was quite capable for it's time, and gave the system a graphical edge over much of it's competition.

Audio
The Nintendo Entertainment System had 2 pulse wave channels, 1 triangle wave channel, 1 noise channel, and 1 DPCM channel. Games for the Famicom often featured much better audio then on the Nintendo Entertainment System, as the Famicom has additional pins for cartridge based sound chips. A number of different additional audio chips were used in Famicom cartridges.

NES Hands Free Controller
Nintendo of America developed a hands free controller for disabled gamers, among the earliest of it's kind. A chin mounted joystick and breath tube served as input. The controller was chest mounted and weighed 2.5 lb. A prototype was tested at the Children's Orthopedic Hospital in Seattle, Washington, near where Nintendo of America was headquartered.

1983

 * Donkey Kong Jr.

Mario Bros.
A recreation of the arcade game.

Read more about Mario Bros. on Wikipedia.

1984

 * Duck Hunt
 * Excitebike
 * Clu Clu Land

1985

 * Bomberman
 * Ice Climber

Super Mario Bros
First version of Mario as an adventure platformer.

From here on, designers Shigeru Miyamoto, Takashi Tezuka, developer Toshihiko Nakago and musician Koji Kondo would typically work together as a unit on future projects, to great success.

Read more about Super Mario Bros 1 on Wikipedia.

Wrecking Crew
An early Mario puzzle-platformer.

Read more about Wrecking Crew on Wikipedia.

1986

 * Dragon Quest - Popular RPG
 * Kid Icarus
 * Ghosts 'n Goblins

The Legend of Zelda
The Legend of Zelda is one of the most iconic Famicom and NES games, mainly because of the expansive multimedia franchise it started. Sigeru Miyamoto was inspired to make this game by his personal experience of exploring the countryside and caves as a child.

Metroid
Metroid is noted for being an early game with a female protagonist.

Read more about Metroid on Wikipedia.

1987

 * Zelda II: The Adventure of Link - 2D scroller adaptation of the Zelda format.
 * Mega Man - Known as Rockman in Japanese markets.
 * Rad Racer
 * Punch-Out!!
 * Nakayama Miho no Tokimeki High School

Final Fantasy
The first game in the popular RPG series.

The game was named Final Fantasy because the developers thought it would be their final game before Square went bankrupt.

Many elements of Final Fantasy appear to be inspired by Advanced Dungeons and Dragons.

Read more about Final Fantasy I on Wikipedia.

Metal Gear
Early popular stealth game.

The NES port of Metal Gear was made without the involvement of Hideo Kojima, who disliked the NES version.

Read more about Metal Gear on Wikipedia.

1988

 * Super Mario Bros. 2 - Remake of the Japanese game Doki Doki Panic.
 * Super Mario Bros. 3
 * Mega Man 2 - The best selling Mega Man game.
 * Contra
 * Ninja Gaiden

Famicom Detective Club The Missing Heir Volumes 1 and 2
An Japan only primeval visual novel that notably strayed from adventure game conventions to make a more story focused game.

Character Ayumi Tachibana would later be considered as a Super Smash Brothers Melee character.

Read more about the Famicom Detective Club series on Wikipedia.

1989

 * Teenage Mutant Ninja Turtles
 * Mendel Palace / Quinty
 * A Boy and His Blob: Trouble on Blobolonia
 * Faria: A World of Mystery and Danger!

Mother
The first game in the Mother series.

A documentary was produced about an unreleased prototype english cartridge.

Read more about Mother on Wikipedia.

Tetris
Popular game from the Soviet Union, licensed to Nintendo for home consoles in the west.

In 2021 a new technique for the NES version of the game was discovered where pressure was applied to the back of the controller to allow for faster inputs, allowing world records to be broken.

Read more about Tetris on Wikipedia.

Famicom Detective Club The Girl Who Stands Behind Volumes 1 and 2
The second entry in the then Japan exclusive Famicom Detective Club series. Series director Yoshio Sakamoto was able to better work around system limitations to his satisfaction in this entry.

Read more about the Famicom Detective Club series on Wikipedia.

1990

 * Dr. Mario
 * Fire Emblem: Shadow Dragon and the Blade of Light
 * Mega Man 3

Final Fantasy III
Not to be confused with the North American Final Fantasy III for the SNES, which was Final Fantasy VI in other regions but had its name changed in North America to avoid skipping missed releases. This was done to avoid confusion at the time, though it caused some confusion later.

Final Fantasy III was the first Final Fantasy series game to break a million sales.

Read more about Final Fantasy III on Wikipedia.

1991

 * Yoshi
 * Metal Slader Glory

Kirby's Adventure
The second game in the Kirby series. It introduced a mechanic allowing the player to copy enemy abilities, becoming a series staple from there onward.

The game is considered by many to be make good use of the technical capabilities of the NES, having good graphics given the system limitations.

Read more about Kirby's Adventure on Wikipedia.

Trivia
A third party company, Power 10 Inc., made a early motion controller for the NES that used mercury switches called the Hot Stik.

External Resources

 * Video Game Console Library - Famicom/NES page.
 * Nintendo UK Blog - Post showing design documents for the original Legend of Zelda.