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Blizzard Entertainment

Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded in February 1991 as Silicon & Synapse, Inc. by three graduates of the University of California, Los Angeles: Michael Morhaime, Frank Pearce and Allen Adham. The company originally concentrated on the creation of game ports for other studios' games before beginning development of their own software in 1993, with games like Rock n' Roll Racing and The Lost Vikings. In 1993, the company became Chaos Studios, Inc., and then Blizzard Entertainment soon after being acquired by distributor Davidson & Associates early in the following year. Shortly after, Blizzard released Warcraft: Orcs & Humans.

Since then, Blizzard Entertainment has created several Warcraft sequels, including highly influential massively multiplayer online role-playing game World of Warcraft in 2004, as well as three other multi-million selling video game franchises: Diablo, StarCraft and Overwatch. Their most recent projects include the online collectible card game Hearthstone; the multiplayer online battle arena Heroes of the Storm; the remaster of the original StarCraft and its expansion Brood War, StarCraft: Remastered; the replacement and sequel to the multiplayer first-person hero shooter Overwatch, Overwatch 2; the ninth expansion for World of Warcraft, Dragonflight; and the sequel to Diablo III, Diablo IV. The games operate through Blizzard's online gaming service Battle.net.

On July 9, 2008, Activision merged with Vivendi Games, culminating in the inclusion of the Blizzard brand name in the title of the resulting holding company. On July 25, 2013, Activision Blizzard announced the purchase of 429 million shares from the majority owner Vivendi, which resulted in Activision Blizzard becoming a completely independent company. Since 2018, the company's reputation has suffered from a series of poorly received games, controversies involving players and staff, and allegations of sexual harassment and other misconduct against leading Blizzard employees. In October 2023, Microsoft acquired parent company Activision Blizzard, maintaining that the company will continue to operate as a separate business. While part of the larger Microsoft Gaming division, Blizzard Entertainment retains its function as the publisher of games developed by their studios.

Blizzard Entertainment hosts annual gaming conventions for fans to meet and to promote their games: the first BlizzCon was held in October 2005 at the Anaheim Convention Center in Anaheim, California, which is where all of their conventions have been held since. BlizzCon features game-related announcements, previews of upcoming Blizzard Entertainment games and content, Q&A sessions and panels, costume contests, and playable demos of various Blizzard games. Blizzard WorldWide Invitationals were events similar to BlizzCon held in South Korea and France between 2004 and 2008.

Founding (1991–1994)
Blizzard Entertainment was founded by Michael Morhaime, Allen Adham, and Frank Pearce as Silicon & Synapse in February 1991, after all three had earned their bachelor's degrees from the University of California, Los Angeles, the year prior. The name "Silicon & Synapse" was a high concept from the three founders, with "silicon" representing the building block of a computer, while "synapse" the building block of the brain. The initial logo was created by Stu Rose. To fund the company, each of them contributed about $10,000, Morhaime borrowing the sum interest-free from his grandmother. During the first two years, the company focused on creating game ports for other studios. Ports include titles such as J.R.R. Tolkien's The Lord of the Rings, Vol. I and Battle Chess II: Chinese Chess. In 1993, the company developed games such as Rock n' Roll Racing and The Lost Vikings (published by Interplay Productions).

Around 1993, co-founder Adham told the other executives that he did not like the name "Silicon & Synapse" anymore, as people outside the company were confusing the meaning of silicon the chemical element used in microchips with silicone the materials used in breast implants. By the end of 1993, Adham changed the name to "Chaos Studios", reflecting on the haphazardness of their development processes.

In early 1994, they were acquired by distributor Davidson & Associates for $6.75 million ($ million today). Shortly after this point, they were contacted by a Florida company, Chaos Technologies, who wanted the company to pay US$100,000 to keep the name. Not wanting to pay that sum, the executives decided to change the studio's name to "Ogre Studios" by April 1994. However, Davidson & Associates did not like this name, and forced the company to change it. According to Morhaime, Adham began running through a dictionary from the start, writing down any word that seemed interesting and passing it to the legal department to see if it had any complications. One of the first words they found to be interesting and cleared the legal check was "blizzard", leading them to change their name to "Blizzard Entertainment" by May 1994.

Shortly thereafter, Blizzard Entertainment shipped their breakthrough hit Warcraft: Orcs & Humans, a real-time strategy (RTS) game in a high-fantasy setting.

Acquisition by Vivendi and World of Warcraft (1995–2007)
Blizzard Entertainment has changed hands several times since then. Davidson was acquired along with Sierra On-Line by a company called CUC International in 1996. CUC then merged with a hotel, real-estate, and car-rental franchiser called HFS Corporation to form Cendant in 1997. In 1998 it became apparent that CUC had engaged in accounting fraud for years before the merger. Cendant's stock lost 80% of its value over the next six months in the ensuing widely discussed accounting scandal. The company sold its consumer software operations, Sierra On-line (which included Blizzard) to French publisher Havas in 1998, the same year Havas was purchased by Vivendi. Blizzard, at this point numbering about 200 employees, became part of the Vivendi Games group of Vivendi.

In 1996, Blizzard Entertainment acquired Condor Games of San Mateo, California, which had been working on the action role-playing game (ARPG) Diablo for Blizzard at the time. Condor was renamed Blizzard North, with Blizzard's main headquarters in Irvine renamed to Blizzard South to distinguish the two. Diablo was released at the very start of 1997 alongside Battle.net, a matchmaking service for the game. Blizzard North developed the sequel Diablo II (2000), and its expansion pack Lord of Destruction (2001). Following these releases, a number of key staff from Blizzard North departed for other opportunities, such as Bill Roper. Blizzard's management made the decision August 2005 to consolidate Blizzard North into Blizzard South, relocating staff to the main Blizzard offices in Irvine, and subsequently dropping the "Blizzard South" name.

Following the success of Warcraft II: Tides of Darkness, Blizzard began development on a science-fiction themed RTS StarCraft and released the title in March 1998. The title was the top-selling PC game for the year, and led to further growth of the Battle.net service and the use of the game for esports. Around 2000, Blizzard engaged with Nihilistic Software to work on a version of StarCraft for home consoles for Blizzard. Nihilisitic was co-founded by Robert Huebner, who had worked on StarCraft and other games while a Blizzard employee before leaving to found the studio. The game, StarCraft: Ghost, was a stealth-oriented game compared to the RTS features of StarCraft, and was a major feature of the 2002 Tokyo Game Show. However, over the next few years, the game entered development hell with conflicts between Nihilisitic and Blizzard on its direction. Blizzard ordered Nihilistic to stop work on StarCraft: Ghost in July 2004, and instead brought on Swingin' Ape Studios, a third-party studio that had just successfully released Metal Arms: Glitch in the System in 2003, to reboot the development of Ghost. Blizzard fully acquired Swingin' Ape Studios in May 2005 to continue on Ghost. However, while the game was scheduled to be released in 2005, it was targeted at the consoles of the sixth generation, such as the PlayStation 2 and original Xbox, while the industry was transitioning to the seventh generation. Blizzard decided to cancel Ghost rather than extend its development period to work on the newer consoles.

Blizzard started to work on a sequel to the Warcraft II in early 1998, which was announced as a "role-playing strategy" game. Warcraft III: Reign of Chaos, the third title set in the Warcraft fictional universe, was released in July 2002. Warcraft III has inspired many future games, having the influence on real-time strategy and multiplayer online battle arena genre. Many of the characters, locations and concepts introduced in Warcraft III and its expansion went on to play major roles in numerous future Blizzard's titles.

In 2002, Blizzard was able to reacquire rights for three of its earlier Silicon & Synapse titles, The Lost Vikings, Rock n' Roll Racing and Blackthorne, from Interplay Entertainment and re-release them for the Game Boy Advance handheld console.

In 2004, Blizzard opened European offices in the Paris suburb of Vélizy, Yvelines, France.

Blizzard Entertainment released World of Warcraft, a massively multiplayer online role-playing game (MMORPG) based on the Warcraft franchise, on November 23, 2004, in North America, and on February 11, 2005, in Europe. By December 2004, the game was the fastest-selling PC game in the United States, and by March 2005, had reached 1.5 million subscribers worldwide. Blizzard partnered with Chinese publisher The9 to publish and distribute World of Warcraft in China, as foreign companies could not directly publish into the country themselves. World of Warcraft launched in China in June 2005. By the end of 2007, World of Warcraft was considered a global phenomenon, having reached over 9 million subscribers and exceeded US$1 billion in revenue since its release. In April 2008, World of Warcraft was estimated to hold 62 percent of the MMORPG subscription market. Blizzard's staff quadrupled from around 400 employees in 2004 to 1600 by 2006 to provide more resources to the game and its various expansions, and Blizzard moved their headquarters to 16215 Alton Parkway in Irvine, California in 2007 to support the additional staff.

With the success of World of Warcraft, Blizzard Entertainment organized the first BlizzCon fan convention in October 2005 held at the Anaheim Convention Center. The inaugural event drew about 6,000 people and became an annual event which Blizzard uses to announce new games, expansions, and content for its properties.

Vivendi merger with Activision and continued growth (2008–2017)
Up through 2006, Bobby Kotick, the CEO of Activision, had been working to rebound the company from near-bankruptcy, and had established a number of new studios. However, Activision lacked anything in the MMO market. Kotick saw that World of Warcraft was bringing in over US$1.1 billion a year in subscription fees, and began approaching Vivendi's CEO Jean-Bernard Lévy about potential acquisition of their struggling Vivendi Games division, which included Blizzard Entertainment. Lévy was open to a merger, but would only allow it if he controlled the majority of the combined company, knowing the value of World of Warcraft to Kotick. Among those Kotick spoke to for advice included Blizzard's Morhaime, who told Kotick that they had begun establishing lucrative in-roads into the Chinese market. Kotick accepted Lévy's deal, with the deal approved by shareholders in December 2007. By July 2008, the merger was complete, with Vivendi Games effectively dissolved except for Blizzard Entertainment, and the new company was named Activision Blizzard.

Blizzard established a distribution agreement with the Chinese company NetEase in August 2008 to publish Blizzard's games in China. The deal focused on StarCraft II which was gaining popularity as an esport within southeast Asia, as well as for other Blizzard games with the exception of World of Warcraft, still being handled by The9. The two companies established the Shanghai EaseNet Network Technology for managing the games within China. Blizzard and The9 prepared to launch the World of Warcraft expansion Wrath of the Lich King, but the expansion came under scrutiny by China's content regulation board, the General Administration of Press and Publication, which rejected publication of it within China in March 2009, even with preliminary modifications made by The9 to clear it. Rumors of Blizzard's dissatisfaction with The9 from this and other previous complications with World of Warcraft came to a head when, in April 2009, Blizzard announced it was terminating its contract with The9, and transferred operation of World of Warcraft in China to NetEase.

They released an improved version of Battle.net (Battle.net 2.0) in March 2009 which included improved matchmaking, storefront features, and better support for all of Blizzard's existing titles particularly World of Warcraft.

Having peaked at 12 million monthly subscriptions in 2010, World of Warcraft subscriptions sunk to 6.8 million in 2014, the lowest number since the end of 2006, prior to The Burning Crusade expansion. However, World of Warcraft is still the world's most-subscribed MMORPG, and holds the Guinness World Record for the most popular MMORPG by subscribers. In 2008, Blizzard was honored at the 59th Annual Technology & Engineering Emmy Awards for the creation of World of Warcraft. Mike Morhaime accepted the award.

Following the merger, Blizzard found it was relying on its well-established properties, but at the same time, the industry was experiencing a shift towards indie games. Blizzard established a few small teams within the company to work on developing new concepts based on the indie development approach that it could potentially use. One of these teams quickly came onto the idea of a collectible card game based on the Warcraft narrative universe, which ultimately became Hearthstone, released as a free-to-play title in March 2014. Hearthstone reached over 25 million players by the end of 2014, and exceeded 100 million players by 2018.

Another small internal team began work around 2008 on a new intellectual property known as Titan, a more contemporary or near-future MMORPG that would have co-existed alongside World of Warcraft. The project gained more visibility in 2010 as a result of some information leaks. Blizzard continued to speak on Titan's development over the next few years, with over 100 people within Blizzard working on the project. However, Titan's development was troubled, and, internally, in May 2013, Blizzard cancelled the project (publicly reporting this in 2014), and reassigned most of the staff but left about 40 people, led by Jeff Kaplan, to either come up with a fresh idea within a few weeks or have their team reassigned to Blizzard's other departments. The small team came upon the idea of a team-based multiplayer shooter game, reusing many of the assets from Titan but set in a new near-future narrative. The new project was greenlit by Blizzard and became known as Overwatch, which was released in May 2016. Overwatch became the fourth main intellectual property of Blizzard, following Warcraft, StarCraft, and Diablo.

In addition to Hearthstone and Overwatch, Blizzard Entertainment continued to produce sequels and expansions to its established properties during this period, including StarCraft II: Wings of Liberty (2010) and Diablo III (2012). Their major crossover title, Heroes of the Storm, was released as a MOBA game in 2015. The game featured various characters from Blizzard's franchises as playable heroes, as well as different battlegrounds based on Warcraft, Diablo, StarCraft, and Overwatch universes. In the late 2010s, Blizzard released StarCraft: Remastered (2017) and Warcraft III: Reforged (2020), remastered versions of the original StarCraft and Warcraft III, respectively.

The May 2016 release of Overwatch was highly successful, and was the highest-selling game on PC for 2016. Several traditional esport events had been established within the year of Overwatch release, such as the Overwatch World Cup, but Blizzard continued to expand this and announced the first esports professional league, the Overwatch League at the 2016 BlizzCon event. The company purchased a studio at The Burbank Studios in Burbank, California, that it converted into a dedicated esports venue, the Blizzard Arena, to be used for the Overwatch League and other events. The inaugural season of the Overwatch League launched on January 10, 2018, with 12 global teams playing. By the second season in 2019 it had expanded the League to 20 teams, and with its third season in 2020, it will have these teams traveling across the globe in a transitional home/away-style format.

In 2012, Blizzard Entertainment had 4,700 employees, with offices across 11 cities including Austin, Texas, and countries around the globe. , the company's headquarters in Irvine, California had 2,622 employees.

Change of leadership (2018–2022)
On October 3, 2018, Mike Morhaime announced his plans to step down as the company president and CEO while remaining an advisor to the company; he formally left on April 7, 2019. Morhaime was replaced by J. Allen Brack, the executive producer on World of Warcraft.

Frank Pearce announced he would be stepping down as Blizzard's Chief Development Officer on July 19, 2019, though will remain in an advisory role similar to Morhaime. Michael Chu, lead writer on many of Blizzard's franchises including Diablo, Warcraft, and Overwatch, announced he was leaving the company after 20 years in March 2020.

On January 22, 2021, Activision transferred Vicarious Visions over to Blizzard Entertainment, stating that the Vicarious Visions team had better opportunity for long-term support for Blizzard. Vicarious had been working with Blizzard for about two years prior to this announcement on the planned remaster of Diablo II, Diablo II: Resurrected, and according to Brack, it made sense to incorporate Vicarious into Blizzard for ongoing support of the game and for other Diablo games including Diablo IV. Vicarious was completely merged into Blizzard by April 12, 2022.

In celebration of the company's 30th anniversary, Blizzard Entertainment released a compilation called Blizzard Arcade Collection in February 2021, for various video game platforms. The collection includes their three classic video games: The Lost Vikings, Rock n' Roll Racing, and Blackthorne, each of which containing additional upgrades and numerous modern features.

Activision Blizzard was the subject of a lawsuit from the California Department of Fair Employment and Housing in July 2021, asserting that for several years the management within Blizzard as well as Activision promoted a "frat boy" atmosphere that allowed and encouraged sexual misconduct towards female employees and discrimination in hiring practices. The lawsuit drew a large response from employees and groups outside of Activision Blizzard. In the wake of these events, Brack, one of the few individuals directly named in the suit, announced he was leaving Blizzard to "pursue new opportunities", and will be replaced by co-leads Jen Oneal, the lead of Vicarious Visions and the first woman in a leadership role for the company, and Mike Ybarra, a Blizzard executive vice president. Oneal announced in November 2021 that she would be leaving the company by the end of 2021, leaving Ybarra as the sole leader of Blizzard.

As a result of the California lawsuit and of delays and release issues with their more recent games, Activision Blizzard's stock faced severe pressure. Subsequently, Microsoft seized the opportunity to become one of the largest video game companies in the world and announced its intent to acquire Activision Blizzard and its subsidiaries, including Blizzard, for US$68.7 billion in January 2022. This exchange marks the largest acquisition in tech history, surpassing the $67 billion Dell-EMC merger from 2016. The deal closed on October 13, 2023, and Activision Blizzard moved into the Microsoft Gaming division.

Blizzard acquired Proletariat, the developers of Spellbreak, in June 2022 as to help support World of Warcraft. The 100-employee studio remained in Boston but will shutter Spellbreak as they move onto Warcraft.

Challenges with NetEase and Microsoft acquisition (2023–present)
Ahead of their license renewal in January 2023, Blizzard (via Activision Blizzard) and NetEase stated in November 2022 that they had been unable to come to an agreement on the renewal terms for their license, and thus most Blizzard games will cease operations in China in January 2023 until the situation can be resolved. According to a report by The New York Times, several factors influenced Activision Blizzard's decision to terminate the agreement, which included stronger demands made by the Chinese government to know of Activision Blizzard's internal business matters, NetEase's desire to license the games directly rather than run the license through a joint venture, and Activision Blizzard's concerns that NetEase was trying to start their own ventures, including the US$100 million payment towards Bungie in 2018. NetEase was further concerned about the impact of the pending acquisition of Activision Blizzard by Microsoft. Activision Blizzard stated they were looking to other Chinese firms as replacements for NetEase as to restore their games in China. By April 2024, Blizzard, with Microsoft's help, and NetEase had agreed to new publishing terms, with plans to bring back Blizzard's games to China by mid-2024, maintaining all prior game ownership from the original publishing deal. Under this new deal, NetEase also will be able to bring games to the Xbox platform.

Following completion of the acquisition, Microsoft announced it was laying off 1,900 staff from Microsoft Gaming on January 25, 2024. Alongside this, Blizzard President Mike Ybarra and Chief Design Officer Allen Adham announced they would be leaving the company. Further, the planned survival game from Blizzard was canceled. On January 29, 2024, Johanna Faries, the former general manager of the Call of Duty series, was named Blizzard Entertainment's new president, taking office on February 5.

Games
Blizzard Entertainment has developed 19 games since the inception of the company in 1991.

Main franchises
The majority of the games Blizzard published are in the Warcraft, Diablo, and StarCraft series. Since the release of Warcraft: Orcs & Humans (1994), Diablo (1997), and StarCraft (1998), the focus has been almost exclusively on those three franchises. Overwatch (2016) became an exception years later, bringing the number of main franchises to four. Each franchise is supported by other media based around its intellectual property such as novels, collectible card games, comics and video shorts. Blizzard announced in 2006 that they would be producing a Warcraft live-action film. The movie was directed by Duncan Jones, financed and produced by Legendary Pictures, Atlas Entertainment, and others, and distributed by Universal Pictures. It was released in June 2016. On October 4, 2022, Overwatch servers were officially shut off at the same time Overwatch 2's went up.

Spin-offs
Blizzard has released two spin-offs to the main franchises: Hearthstone (2014), which is set in the existing Warcraft lore, and Heroes of the Storm (2015), which features playable characters from all four of Blizzard's franchises.

Remasters
In 2015, Blizzard Entertainment formed "Classic Games division", a team focused on updating and remastering some of their older titles, with an initially announced focus on StarCraft: Remastered (2017), Warcraft III: Reforged (2020), and Diablo II: Resurrected (2021).

Re-released games
In February 2021, Blizzard Entertainment released a compilation called Blizzard Arcade Collection for Microsoft Windows, Xbox One, PlayStation 4, and Nintendo Switch. The collection includes five Blizzard's classic video games: The Lost Vikings, Rock n' Roll Racing, Blackthorne, The Lost Vikings 2 and RPM Racing, with the last two games added in April 2021. Some of the modern features include 16:9 resolution, 4-player split-screen, rewinding and saving of game progress, watching replays, and adding graphic filters to change the look of player's game. Additionally, it contains upgrades for each game such as enhanced local multiplayer for The Lost Vikings, new songs and artist performances for Rock n' Roll Racing, as well as a new level map for ''Blackthorne. '' A digital museum, which is included in the collection, features game art, unused content, and interviews.

Unreleased and future games
Notable unreleased titles include Warcraft Adventures: Lord of the Clans, which was canceled on May 22, 1998, Shattered Nations, and StarCraft: Ghost, which was "Postponed indefinitely" on March 24, 2006, after being in development hell for much of its lifespan. After seven years of development, Blizzard revealed the cancellation of an unannounced MMO codenamed Titan on September 23, 2014. The company also has a history of declining to set release dates, choosing to instead take as much time as needed, generally saying a given product is "done when it's done."

Pax Imperia II was originally announced as a title to be published by Blizzard. Blizzard eventually dropped Pax Imperia II, though, when it decided it might be in conflict with their other space strategy project, which became known as StarCraft. THQ eventually contracted with Heliotrope and released the game in 1997 as Pax Imperia: Eminent Domain.

The company announced in January 2022 that it was near release of another new intellectual property, named Odyssey according to Bloomberg News, a survival game that had been at work at the studio for nearly six years before its cancellation in 2024. Bloomberg stated that the game's origins came from World of Warcraft developer Craig Amai, and was originally prototyped using the Unreal Engine, which Blizzard licensed from Epic Games. When the game was revealed in 2022, about 100 employees were working on it, but around the same time, there was effort to switch from Unreal to Synapse, Blizzard's engine used for mobile games, though artists continued to develop assets in Unreal. Near when Microsoft completed its acquisition of Activision Blizzard, there was an internal belief that they would be able to bring on more developers to complete the transition to Synapse and have the game ready for a 2026 release, but with the culling of 1,900 staff from Microsoft Gaming in January 2024, the game's development was cancelled.

Ports
The company, known at the time as the Silicon & Synapse, initially concentrated on porting other studio's games to computer platforms, developing 8 ports between 1992 and 1993.

Company structure
As with most studios with multiple franchises, Blizzard Entertainment has organized different departments to oversee these franchises. Formally, since around the time of World of Warcraft in 2004, these have been denoted through simply numerical designations. The original three teams were:
 * Team 1 manages the StarCraft property. The team also oversaw the development of the StarCraft spin-off Heroes of the Storm. Team 1 also included the Classics Team to work on remastering Blizzard's earlier properties for modern computers, which have included StarCraft: Remastered and Warcraft III: Reforged. The Classic Games team was disbanded around August 2020, about eight months after Warcraft III: Reforged was released; according to Jason Schreier of Bloomberg News, this was due to Activision Blizzard driving Blizzard away from remastering its old properties, which figured into the launch issues with Warcraft III: Reforged.
 * Team 2 continues to manage and create content for World of Warcraft.
 * Team 3 oversees the Diablo franchise.

Since 2004, two new teams were created:
 * Team 4 was created around 2007 to work on Blizzard's first new IP since World of Warcraft, that being Titan. Titan had development difficulties near 2013, and most of Team 4 was reallocated to the other teams, but the remaining members, led by Jeff Kaplan, revised Titan's concept into Overwatch, which remains in Team 4's hands since its release in 2016.
 * Team 5 was created in 2008 to explore smaller games that could fit into Blizzard's portfolio. This resulted in the creation of Hearthstone, a collectible card game based on the Warcraft property, which became Team 5's priority.

Battle.net 2.0
Blizzard Entertainment released its revamped Battle.net service in 2009. The platform provides online gaming, digital distribution, digital rights management, and social networking service. Battle.net allows people who have purchased Blizzard products to download digital copies of games they have purchased, without needing any physical media.

On November 11, 2009, Blizzard required all World of Warcraft accounts to switch over to Battle.net accounts. This transition means that all current Blizzard titles can be accessed, downloaded, and played with a singular Battle.net login.

Battle.net 2.0 is the platform for matchmaking service for Blizzard games, which offers players a host of additional features. Players are able to track their friend's achievements, view match history, avatars, etc. Players are able to unlock a wide range of achievements for Blizzard games.

The service provides the user with community features such as friends lists and groups, and allows players to chat simultaneously with players from other Blizzard games using VoIP and instant messaging. For example, players no longer need to create multiple user names or accounts for most Blizzard products. To enable cross-game communication, players need to become either Battletag or Real ID friends.

Warden client
Blizzard Entertainment has made use of a special form of software known as the 'Warden Client'. The Warden client is known to be used with Blizzard's online games such as Diablo and World of Warcraft, and the Terms of Service contain a clause consenting to the Warden software's RAM scans while a Blizzard game is running.

The Warden client scans a small portion of the code segment of running processes in order to determine whether any third-party programs are running. The goal of this is to detect and address players who may be attempting to run unsigned code or third party programs in the game. This determination of third party programs is made by hashing the scanned strings and comparing the hashed value to a list of hashes assumed to correspond to banned third party programs. The Warden's reliability in correctly discerning legitimate versus illegitimate actions was called into question when a large-scale incident happened. This incident banned many Linux users after an update to Warden caused it to incorrectly detect Cedega as a cheat program. Blizzard issued a statement claiming they had correctly identified and restored all accounts and credited them with 20 days' play. Warden scans all processes running on a computer, not just the game, and could possibly run across what would be considered private information and other personally identifiable information. It is because of these peripheral scans that Warden has been accused of being spyware and has run afoul of controversy among privacy advocates.

Blizzard Entertainment, Inc. v. Valve Corporation
Shortly after Valve filed its trademark for "Dota" to secure the franchising rights for Dota 2, DotA-Allstars, LLC, run by former contributors to the game's predecessor, Defense of the Ancients, filed an opposing trademark in August 2010. DotA All-Stars, LLC was sold to Blizzard Entertainment in 2011. After the opposition was over-ruled in Valve's favor, Blizzard filed an opposition against Valve in November 2011, citing their license agreement with developers, as well as their ownership of DotA-Allstars, LLC. Blizzard conceded their case in May 2012, however, giving Valve undisputed commercial rights to Dota name, while Blizzard would rename their StarCraft II: Heart of the Swarm mod "Blizzard All-Stars", which would eventually become the stand-alone game, Heroes of the Storm.

California Department of Fair Employment and Housing v. Activision Blizzard
Following a two-year investigation, the California Department of Fair Employment and Housing (DFEH) filed a lawsuit against Activision Blizzard in July 2021 for gender-based discrimination and sexual harassment, principally within the Blizzard Entertainment workplace. The DFEH alleges that female employees were subjected to constant sexual harassment, unequal pay, retaliation, as well as discrimination based on pregnancy. The suit also described a "pervasive frat boy workplace culture" at Blizzard that included objectification of women's bodies and jokes about rape. Activision Blizzard's statement described the suit as meritless, contending that action had been taken in any instances of misconduct. The company also objected to the DFEH not approaching them prior to filing. The lawsuit prompted an employee walkout, as well as leading J Allen Brack, and head of human resources, Jesse Meschuk, to step down. Because of these allegations, Blizzard changed names that referenced employees in multiple of its franchises, including Overwatch and World of Warcraft.

Founder Electronics infringement lawsuit
On August 14, 2007, Beijing University Founder Electronics Co., Ltd. sued Blizzard Entertainment Limited for copyright infringement claiming 100 million yuan in damages. The lawsuit alleged the Chinese edition of World of Warcraft reproduced a number of Chinese typefaces made by Founder Electronics without permission.

FreeCraft
On June 20, 2003, Blizzard issued a cease and desist letter to the developers of an open-source clone of the Warcraft engine called FreeCraft, claiming trademark infringement. This hobby project had the same gameplay and characters as Warcraft II, but came with different graphics and music.

As well as a similar name, FreeCraft enabled players to use Warcraft II graphics, provided they had the Warcraft II CD. The programmers of the clone shut down their site without challenge. Soon after that the developers regrouped to continue the work by the name of Stratagus.

Hearthstone ban and Hong Kong protests
During an October 2019 Hearthstone Grandmasters streaming event in Taiwan, one player Ng Wai Chung, going by his online alias "Blitzchung" used an interview period to show support for the protestors in the 2019–20 Hong Kong protests. Shortly afterwards, on October 7, 2019, Blitzchung was disqualified from the current tournament and forfeited his winnings to date, and banned for a one-year period. The two shoutcasters engaged in the interview were also penalized with similar bans. Blizzard justified the ban as from its Grandmasters tournament rules that prevents players from anything that "brings [themselves] into public disrepute, offends a portion or group of the public, or otherwise damages [Blizzard's] image".

Blizzard's response led to several protests from current Hearthstone players, other video game players, and criticism from Blizzard's employees, fearing that Blizzard was giving into the censorship of the Chinese government. Protests were held, including through the 2019 BlizzCon in early November, to urge Blizzard to reverse their bans. The situation also drew the attention of several U.S. lawmakers, fearing that Blizzard, as a U.S. company, was letting China dictate how it handled speech and also urged the bans to be reversed.

Blizzard CEO J. Allen Brack wrote an open letter on October 11, 2019, apologizing for the way Blizzard handled the situation, and reduced the bans for both Blitzchung and the casters to six months. Brack reiterated that while they support free speech and their decision was in no way tied to the Chinese government, they want players and casters to avoid speaking beyond the tournament and the games in such interviews.

King's "Diversity Tool" controversy
On May 12, 2022, Blizzard Entertainment released a blog post about the Diversity Space Tool, developed by a team at King – a mobile business unit at Activision Blizzard – alongside the MIT Game Lab. Jacqueline Chomatas, King's globalization project manager, described the tool as a "measurement device" to analyze how diverse the characters are "when compared to the 'norm'". The post showed example images of the tool being used on Overwatch's cast, with graphs showing breakdowns of the character attributes, and stated that "The Overwatch 2 team at Blizzard has also had a chance to experiment with the tool, with equally enthusiastic first impressions." Blizzard shared the intent to release the tool during the summer and fall of 2022, with the goal of "making the tool available to the industry as a whole".

The tool received heavy backlash online. Many people asked why Blizzard would create the tool instead of hiring diverse teams, and raised questions regarding the tool's rating scale. The blog post originally suggested that the tool was used in an active development, mainly for Overwatch, which led some Blizzard employees working on the game to publicly deny the tool was used in Overwatch development and to criticize the tool further. On May 13, 2022, the blog post was edited to remove the example images of the tool and any mention of Overwatch. Later, the post was deleted altogether.

MDY Industries, LLC v. Blizzard Entertainment, Inc.
On July 14, 2008, the United States District Court for the District of Arizona ruled on the case MDY Industries, LLC v. Blizzard Entertainment, Inc.. The Court found that MDY was liable for copyright infringement since users of its Glider bot program were breaking the End User License Agreement and Terms of Use for World of Warcraft. MDY Industries appealed the judgment of the district court, and a judgment was delivered by the Ninth Circuit Court of Appeals on December 14, 2010, in which the summary judgment against MDY for contributory copyright infringement was reversed. Nevertheless, they ruled that the bot violated the DMCA and the case was sent back to the district court for review in light of this decision.

MDY v. Blizzard's decision did affirm a prior Ninth Circuit ruling in Vernor v. Autodesk, Inc. that software licenses, such as the one used by Blizzard for WoW, were enforceable and enshrined the principle that video games could be sold as licenses to players rather than purchased. This ruling, though limited to the states of the Ninth Circuit, has been used by the industry to continue to sell games as licenses to users.

Privacy controversy and Real ID
On July 6, 2010, Blizzard Entertainment announced that they were changing the way their forums worked to require that users identify themselves with their real name. The reaction from the community was overwhelmingly negative with multiple game magazines calling the change "foolhardy" and an "epic fail". It resulted in a significant user response on the Blizzard forums, including one thread on the issue reaching over 11,000 replies. This included personal details of a Blizzard employee who gave his real name "to show it wasn't a big deal". Shortly after revealing his real name, forum users posted personal information including his phone number, picture, age, home address, family members, and favorite TV shows and films.

Some technology media outlets suggested that displaying real names through Real ID is a good idea and would benefit both Battle.net and the Blizzard community. But others were worried that Blizzard was opening their fans up to real-life dangers such as stalking, harassment, and employment issues, since a simple Internet search by someone's employer can reveal their online activities.

Blizzard initially responded to some of the concerns by saying that the changes would not be retroactive to previous posts, that parents could set up the system so that minors cannot post, and that posting to the forums is optional. However, due to the significant negative response, Blizzard President Michael Morhaime issued a statement rescinding the plan to use real names on Blizzard's forums for the time being. The idea behind this plan was to allow players who had a relationship outside of the games to find each other more easily across all the Blizzard game titles.

StarCraft privacy and other lawsuits
In 1998, Donald P. Driscoll, an Albany, California, attorney filed a suit on behalf of Intervention, Inc., a California consumer group, against Blizzard Entertainment for "unlawful business practices" for the action of collecting data from a user's computer without their permission.

On May 19, 2014, Blizzard Entertainment filed a lawsuit in federal court in California, alleging that the unidentified programmers were involved in creation of software that hacks StarCraft II. Most of the alleged charges are related to copyright infringement.

Back in May 2010, MBCPlus Media, which operates the network MBCGame (Korean television stations that are broadcasting tournaments built around StarCraft), was revealed to be sued by Blizzard for broadcasting StarCraft tournaments without the company's consent, insisting that StarCraft is not a public domain offering, as Blizzard has invested significant money and resources to create the StarCraft game.

World of Warcraft private server complications
On December 5, 2008, Blizzard Entertainment issued a cease and desist letter to many administrators of high population World of Warcraft private servers (essentially slightly altered hosting servers of the actual World of Warcraft game, that players do not have to pay for). Blizzard used the Digital Millennium Copyright Act to influence many private servers to fully shut down and cease to exist.

Related companies
Over the years, some former Blizzard Entertainment employees have moved on and established gaming companies of their own. Several of these occurred following the merger between Activision Holdings and Blizzard's parent company at the time, Vivendi Games in 2008, and more recently as Activision Blizzard has directed Blizzard away from properties like Warcraft and StarCraft that are not seen as financial boons to the larger company. These employees left to form their smaller studios to give themselves the creative freedom that they were lacking at Blizzard. Collectively these studios are known as "Blizzard 2.0".
 * ArenaNet, creators of the Guild Wars franchise.
 * Bonfire Studios, founded by Rob Pardo.
 * Carbine Studios, now defunct as of September 2018, after releasing a massively multiplayer title WildStar.
 * Castaway Entertainment, now defunct, after working on a game similar to the Diablo series, Djinn.
 * Dreamhaven, founded by Michael Morhaime.
 * Fantastic Pixel Castle, founded by Greg Street, working on a new combat-focused MMO, codenamed "Ghost."
 * Flagship Studios, now defunct, creators of Hellgate: London, also worked on Mythos.
 * Frost Giant Studios, founded by Tim Morten and Tim Campbell, currently developing real-time strategy game Stormgate.
 * Hyboreal Games, founded by Michio Okamura.
 * Magic Soup Games, founded by J. Allen Brack and Jen Oneal.
 * Ready at Dawn Studios, creators of The Order: 1886, Daxter, God of War: Chains of Olympus and an Ōkami port for the Wii.
 * Red 5 Studios, now defunct, creators of Firefall, a free to play game MMOG.
 * Runic Games, now defunct, founded by Travis Baldree, Erich Schaefer, and Max Schaefer; creators of Torchlight.
 * Second Dinner, founded by Ben Brode, creators of Marvel Snap.
 * Uncapped Games, founded by David Kim and Jason Hughes.

title: Blizzard Entertainment


text:
Robert Bellarmine

Robert Bellarmine (Roberto Francesco Romolo Bellarmino; 4 October 1542 – 17 September 1621) was an Italian Jesuit and a cardinal of the Catholic Church. He was canonized a saint in 1930 and named Doctor of the Church, one of only 37. He was one of the most important figures in the Counter-Reformation.

Bellarmine was a professor of theology and later rector of the Roman College, and in 1602 became Archbishop of Capua. He supported the reform decrees of the Council of Trent. He is also widely remembered for his role in the Giordano Bruno affair, the Galileo affair, and the trial of Friar Fulgenzio Manfredi.

Early life
Bellarmine was born in Montepulciano, the son of noble, albeit impoverished, parents, Vincenzo Bellarmino and his wife Cinzia Cervini, who was the sister of Pope Marcellus II. As a boy he knew Virgil by heart and composed a number of poems in Italian and Latin. One of his hymns, on Mary Magdalene, is included in the Roman Breviary.

He entered the Roman Jesuit novitiate in 1560, remaining in Rome for three years. He then went to a Jesuit house at Mondovì, in Piedmont, where he learned Greek. While at Mondovì, he came to the attention of Francesco Adorno, the local Jesuit provincial superior, who sent him to the University of Padua.

Career
Bellarmine's systematic studies of theology began at Padua in 1567 and 1568, where his teachers were adherents of Thomism. In 1569, he was sent to finish his studies at the University of Leuven in Brabant. There he was ordained and obtained a reputation both as a professor and as a preacher. He was the first Jesuit to teach at the university, where the subject of his course was the Summa Theologica of Thomas Aquinas. He was involved in a controversy with Michael Baius on the subject of Grace and free will, and wrote a Hebrew grammar. His residency in Leuven lasted seven years. In poor health, in 1576 he made a journey to Italy. Here he remained, commissioned by Pope Gregory XIII to lecture on polemical theology in the new Roman College, now known as the Pontifical Gregorian University. Later, he would promote the cause of the beatification of Aloysius Gonzaga, who had been a student at the college during Bellarmine's tenure. His lectures were published under the title De Controversias in four large volumes.

New duties after 1589
Until 1589, Bellarmine was occupied as professor of theology. After the murder in that year of Henry III of France, Pope Sixtus V sent Enrico Caetani as legate to Paris to negotiate with the Catholic League of France, and chose Bellarmine to accompany him as theologian. He was in the city during its siege by Henry of Navarre.

Upon the death of Pope Sixtus V in 1590, the Count of Olivares wrote to King Philip III of Spain, "Bellarmine ... would not do for a Pope, for he is mindful only of the interests of the Church and is unresponsive to the reasons of princes."

Pope Clement VIII, said of him, "the Church of God had not his equal in learning". Bellarmine was made rector of the Roman College in 1592, examiner of bishops in 1598, and cardinal in 1599. Immediately after his appointment as Cardinal, Pope Clement made him a Cardinal Inquisitor, in which capacity he served as one of the judges at the trial of Giordano Bruno, and concurred in the decision which condemned Bruno to be burned at the stake as a heretic.

In 1602 he was made archbishop of Capua. He had written against pluralism and non-residence of bishops within their dioceses. As bishop he put into effect the reforming decrees of the Council of Trent. He received some votes in the 1605 conclaves which elected Pope Leo XI, Pope Paul V, and in 1621 when Pope Gregory XV was elected, but his being a Jesuit counted against him in the judgement of many of the cardinals.

Thomas Hobbes saw Bellarmine in Rome at a service on All Saints Day (1 November) 1614 and, exempting him alone from a general castigation of cardinals, described him as "a little lean old man" who lived "more retired".

The Galileo case
In 1616, on the orders of Paul V, Bellarmine summoned Galileo, notified him of a forthcoming decree of the Congregation of the Index condemning the Copernican doctrine of the mobility of the Earth and the immobility of the Sun, and ordered him to abandon it. Galileo agreed to do so.

When Galileo later complained of rumours to the effect that he had been forced to abjure and do penance, Bellarmine wrote out a certificate denying the rumours, stating that Galileo had merely been notified of the decree and informed that, as a consequence of it, the Copernican doctrine could not be "defended or held". Unlike the previously mentioned formal injunction (see earlier footnote), this certificate would have allowed Galileo to continue using and teaching the mathematical content of Copernicus's theory as a purely theoretical device for predicting the apparent motions of the planets.

According to some of his letters, Cardinal Bellarmine believed that a demonstration for heliocentrism could not be found because it would contradict the unanimous consent of the Fathers' scriptural exegesis, to which the Council of Trent, in 1546, defined all Catholics must adhere. In other passages, Bellarmine argued that he did not support the heliocentric model for the lack of evidence of the time ("I will not believe that there is such a demonstration, until it is shown to me").

Bellarmine wrote to heliocentrist Paolo Antonio Foscarini in 1615:

"The Council [of Trent] prohibits interpreting Scripture against the common consensus of the Holy Fathers; and if Your Paternity wants to read not only the Holy Fathers, but also the modern commentaries on Genesis, the Psalms, Ecclesiastes, and Joshua, you will find all agreeing in the literal interpretation that the sun is in heaven and turns around the earth with great speed, and that the earth is very far from heaven and sits motionless at the center of the world."and"I say that if there were a true demonstration that the sun is at the center of the world and the earth in the third heaven, and that the sun does not circle the earth but the earth circles the sun, then one would have to proceed with great care in explaining the Scriptures that appear contrary, and say rather that we do not understand them, than that what is demonstrated is false. But I will not believe that there is such a demonstration, until it is shown me. Nor is it the same to demonstrate that by supposing the sun to be at the center and the earth in heaven one can save the appearances, and to demonstrate that in truth the sun is at the center and the earth in heaven; for I believe the first demonstration may be available, but I have very great doubts about the second, and in case of doubt one must not abandon the Holy Scripture as interpreted by the Holy Fathers."

In 1633, nearly twelve years after Bellarmine's death, Galileo was again called before the Inquisition in this matter. Galileo produced Bellarmine's certificate for his defense at the trial.

According to Pierre Duhem and Karl Popper "in one respect, at least, Bellarmine had shown himself a better scientist than Galileo by disallowing the possibility of a "strict proof" of the earth's motion, on the grounds that an astronomical theory merely "saves the appearances" without necessarily revealing what "really happens." Philosopher of science Thomas Kuhn, in his book, The Copernican Revolution, after commenting on Cesare Cremonini, who refused to look through Galileo's telescope, wrote:

"Most of Galileo’s opponents behaved more rationally. Like Bellarmine, they agreed that the phenomena were in the sky but denied that they proved Galileo’s contentions. In this, of course, they were quite right. Though the telescope argued much, it proved nothing."

Death
Bellarmine retired to Sant'Andrea degli Scozzesi, the Jesuit college of Saint Andrew in Rome. He died on 17 September 1621, aged 78. He was buried in the Church of St. Ignatius in Rome.

Works
Bellarmine's books bear the stamp of their period; the effort for literary elegance (so-called "maraviglia") had given place to a desire to pile up as much material as possible, to embrace the whole field of human knowledge, and incorporate it into theology. His controversial works provoked many replies, and were studied for some decades after his death. At Leuven he made extensive studies in the Church Fathers and scholastic theologians, which gave him the material for his book De scriptoribus ecclesiasticis (Rome, 1613). It was later revised and enlarged by Sirmond, Labbeus, and Casimir Oudin. Bellarmine wrote the preface to the new Sixto-Clementine Vulgate. Bellarmine also prepared for posterity his own commentary on each of the Psalms. An English translation from the Latin was published in 1866.

Dogmatics
From his research grew Disputationes de controversiis christianae fidei (also called Controversiae), first published at Ingolstadt in 1581–1593. This major work was the earliest attempt to systematize the various religious disputes between Catholics and Protestants. Bellarmine reviewed the issues and devoted eleven years to it while at the Roman College. In August 1590, Pope Sixtus V decided to place the first volume of the Disputationes on the Index because Bellarmine argued in it that the Pope is not the temporal ruler of the whole world and that temporal rulers do not derive their authority to rule from God but from the consent of the governed. However, Sixtus died before the revised Index was published, and the next Pope, Urban VII, removed the book from the Index during his brief twelve-day reign.

In 1597-98 he published a Catechism in two versions ( and ) which has been translated to 60 languages and was the official teaching of the Catholic Church for centuries.

Venetian Interdict
Under Pope Paul V (reigned 1605–1621), a major conflict arose between Venice and the Papacy. Paolo Sarpi, as spokesman for the Republic of Venice, protested against the papal interdict, and reasserted the principles of the Council of Constance and of the Council of Basel, denying the pope's authority in secular matters. Bellarmine wrote three rejoinders to the Venetian theologians, and may have warned Sarpi of an impending murderous attack, when in September 1607, an unfrocked friar and brigand by the name of Rotilio Orlandini planned to kill Sarpi for the sum of 8,000 crowns. Orlandini's plot was discovered, and when he and his accomplices crossed from Papal into Venetian territory they were arrested.

Allegiance oath controversy and papal authority
Bellarmine also became involved in controversy with King James I of England. From a point of principle for English Catholics, this debate drew in figures from much of Western Europe. It raised the profile of both protagonists, King James as a champion of his own restricted Calvinist Protestantism, and Bellarmine for Tridentine Catholicism.

Devotional works
During his retirement, he wrote several short books intended to help ordinary people in their spiritual life: De ascensione mentis in Deum per scalas rerum creatorum opusculum (The Mind's Ascent to God by the Ladder of Created Things; 1614) which was translated into English as Jacob's Ladder (1638) without acknowledgement by Henry Isaacson (biographer), The Art of Dying Well (1619) (in Latin, English translation under this title by Edward Coffin), and The Seven Words on the Cross.

Canonization and final resting place
Bellarmine was canonized by Pope Pius XI in 1930; the following year he was declared a Doctor of the Church. His remains, in a cardinal's red robes, are displayed behind glass under a side altar in the Church of Saint Ignatius, the chapel of the Roman College, next to the body of his student Aloysius Gonzaga, as he himself had wished. In the General Roman Calendar Saint Robert Bellarmine's feast day is on 17 September, the day of his death; but some continue to use pre-1969 calendars, in which for 37 years his feast day was on 13 May. The rank assigned to his feast has been "double" (1932–1959), "third-class feast" (1960–1968), and since the 1969 revision "memorial".

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

title: Robert Bellarmine


text:
Bildungsroman

In literary criticism, a Bildungsroman (, plural Bildungsromane, ) is a literary genre that focuses on the psychological and moral growth of the protagonist from childhood to adulthood (coming of age), in which character change is important. The term comes from the German words Bildung ("education", alternatively "forming") and Roman ("novel").

Origin
The term was coined in 1819 by philologist Johann Karl Simon Morgenstern in his university lectures, and was later famously reprised by Wilhelm Dilthey, who legitimized it in 1870 and popularized it in 1905. The genre is further characterized by a number of formal, topical, and thematic features. The term coming-of-age novel is sometimes used interchangeably with bildungsroman, but its use is usually wider and less technical.

The birth of the bildungsroman is normally dated to the publication of Wilhelm Meister's Apprenticeship by Johann Wolfgang von Goethe in 1795–96, or, sometimes, to Christoph Martin Wieland's Geschichte des Agathon of 1767. Although the bildungsroman arose in Germany, it has had extensive influence first in Europe and later throughout the world. Thomas Carlyle's English translation of Goethe's novel (1824) and his own Sartor Resartus (1833–34), the first English bildungsroman, inspired many British novelists. In the 20th century, it spread to France  and several other countries around the globe.

Barbara Whitman noted that the Iliad might be the first Bildungsroman. It is not just "the story of the Trojan War. The Trojan War is in effect the backdrop for the story of Achilles' development. At the beginning Achilles is still a rash youth, making rash decisions which cost dearly to himself and all around him. (...) The story reaches its conclusion when Achilles has reached maturity and allows King Priam to recover Hector's body".

The genre translates fairly directly into the cinematic form, the coming-of-age film.

Plot outline
A bildungsroman is a growing up or "coming of age" of a generally naive person who goes in search of answers to life's questions with the expectation that these will result in gaining experience of the world. The genre evolved from folklore tales of a dunce or youngest child going out in the world to seek their fortune. Usually in the beginning of the story, there is an emotional loss which makes the protagonist leave on their journey. In a bildungsroman, the goal is maturity, and the protagonist achieves it gradually and with difficulty. The genre often features a main conflict between the main character and society. Typically, the values of society are gradually accepted by the protagonist and they are ultimately accepted into society—the protagonist's mistakes and disappointments are over. In some works, the protagonist is able to reach out and help others after having achieved maturity.

Franco Moretti "argues that the main conflict in the Bildungsroman is the myth of modernity with its overvaluation of youth and progress as it clashes with the static teleological vision of happiness and reconciliation found in the endings of Goethe's Wilhelm Meister and even Jane Austen's Pride and Prejudice".

There are many variations and subgenres of bildungsroman that focus on the growth of an individual. An Entwicklungsroman ("development novel") is a story of general growth rather than self-cultivation. An Erziehungsroman ("education novel") focuses on training and formal schooling, while a Künstlerroman ("artist novel") is about the development of an artist and shows a growth of the self. Furthermore, some memoirs and published journals can be regarded as bildungsroman although claiming to be predominantly factual (e.g. The Dharma Bums by Jack Kerouac or The Motorcycle Diaries by Ernesto "Che" Guevara). The term is also more loosely used to describe coming-of-age films and related works in other genres.

Precursors

 * Hayy ibn Yaqdhan, by Ibn Tufail (12th century)
 * Lazarillo de Tormes (first edition 1554)
 * El Criticón by Baltasar Gracián (first edition 1651). Usually considered the pioneering work in its modern form.

18th century

 * Memoirs of a Woman of Pleasure (Fanny Hill), by John Cleland (1748)
 * The History of Tom Jones, a Foundling, by Henry Fielding (1749)
 * Candide, by Voltaire (1759)
 * The Life and Opinions of Tristram Shandy, Gentleman, by Laurence Sterne (1759)
 * Geschichte des Agathon, by Christoph Martin Wieland (1767)—often considered the first "true" bildungsroman
 * Wilhelm Meister's Apprenticeship by Johann Wolfgang Goethe (1795–96)

19th century

 * The Betrothed, by Alessandro Manzoni (1827)
 * The Red and the Black, by Stendhal (1830)
 * Sartor Resartus, by Thomas Carlyle (1833–34)
 * Jane Eyre, by Charlotte Brontë (1847)
 * Wuthering Heights, by Emily Brontë (1847)
 * Netochka Nezvanova, by Fyodor Dostoevsky (1849)
 * David Copperfield, by Charles Dickens (1850)
 * Green Henry, by Gottfried Keller (1855)
 * The Morgesons, by Elizabeth Stoddard (1862)
 * Great Expectations, by Charles Dickens (1861)
 * Little Women, by Louisa May Alcott (1869)
 * Sentimental Education, by Gustave Flaubert (1869)
 * The Adolescent, by Fyodor Dostoevsky (1875)
 * The Adventures of Huckleberry Finn, by Mark Twain (1884)
 * What Maisie Knew, by Henry James (1897)

20th century

 * Kim, by Rudyard Kipling (1901)
 * Beneath the Wheel, by Hermann Hesse, 1906
 * Martin Eden, by Jack London (1909)
 * The Book of Khalid, by Ameen Rihani (1911)
 * Sons and Lovers, by D. H. Lawrence (1913)
 * A Portrait of the Artist as a Young Man, by James Joyce (1916)
 * Demian, by Hermann Hesse (1919)
 * This Side of Paradise, by F. Scott Fitzgerald (1920)
 * The Magic Mountain, by Thomas Mann (1924)
 * Pather Panchali, by Bibhutibhushan Bandyopadhyay (1929)
 * Their Eyes Were Watching God, by Zora Neale Hurston (1937)
 * The Catcher in the Rye, by J. D. Salinger (1951)
 * Invisible Man, by Ralph Ellison, (1952)
 * Children of Violence, by Doris Lessing (1952–1969)
 * In the Castle of My Skin, by George Lamming (1953)
 * A Separate Peace, by John Knowles (1956)
 * Goodbye, Columbus, by Philip Roth (1959)
 * To Kill a Mockingbird, by Harper Lee (1960)
 * Wake in Fright, by Kenneth Cook (1961)
 * The Emperor of Ice-Cream, by Brian Moore (1965)
 * Dune, by Frank Herbert (1965)
 * The Outsiders, by S. E. Hinton (1967)
 * A Wizard of Earthsea, by Ursula K. Le Guin (1968)
 * Bright Lights, Big City, by Jay McInerney (1984)
 * How to Kill a Bull, by Anna-Leena Härkönen (1984)
 * Ender's Game, by Orson Scott Card (1985)
 * Oranges Are Not the Only Fruit, by Jeanette Winterson (1985)
 * Norwegian Wood, by Haruki Murakami (1987)
 * English Music, by Peter Ackroyd (1992)
 * Harry Potter, by J. K. Rowling (1997)
 * The Perks of Being a Wallflower, by Stephen Chbosky (1999)
 * Naruto, by Masashi Kishimoto (1999)
 * Persepolis, by Marjane Satrapi (2000)

21st century

 * The Secret Life of Bees, by Sue Monk Kidd (2002)
 * The Kite Runner, by Khaled Hosseini (2003)
 * The Fortress of Solitude, by Jonathan Lethem (2003)
 * Never Let Me Go, by Kazuo Ishiguro (2005)
 * Indecision, by Benjamin Kunkel (2005)
 * Black Swan Green, by David Mitchell (2006)
 * Indignation, by Philip Roth (2008)
 * Sputnik Caledonia, by Andrew Crumey (2008)
 * Neapolitan Novels, by Elena Ferrante (2011-2014)
 * Washington Black, by Esi Edugyan (2018)
 * Boy Swallows Universe, by Trent Dalton (2018)

title: Bildungsroman


text:
Bachelor

A bachelor is a man who is not and never has been married.

Etymology
A bachelor is first attested as the 12th-century bacheler: a knight bachelor, a knight too young or poor to gather vassals under his own banner. The Old French bacheler presumably derives from Provençal bacalar and Italian baccalare, but the ultimate source of the word is uncertain. The proposed Medieval Latin *baccalaris ("vassal", "field hand") is only attested late enough that it may have derived from the vernacular languages, rather than from the southern French and northern Spanish Latin baccalaria. Alternatively, it has been derived from Latin baculum ("a stick"), in reference to the wooden sticks used by knights in training.

History
From the 14th century, the term "bachelor" was also used for a junior member of a guild (otherwise known as "yeomen") or university and then for low-level ecclesiastics, as young monks and recently appointed canons. As an inferior grade of scholarship, it came to refer to one holding a "bachelor's degree". This sense of baccalarius or baccalaureus is first attested at the University of Paris in the 13th century in the system of degrees established under the auspices of Pope Gregory IX as applied to scholars still in statu pupillari. There were two classes of baccalarii: the baccalarii cursores, theological candidates passed for admission to the divinity course, and the baccalarii dispositi, who had completed the course and were entitled to proceed to the higher degrees.

In the Victorian era, the term "eligible bachelor" was used in the context of upper class matchmaking, denoting a young man who was not only unmarried and eligible for marriage, but also considered "eligible" in financial and social terms for the prospective bride under discussion. Also in the Victorian era, the term "confirmed bachelor" denoted a man who desired to remain single.

By the later 19th century, the term "bachelor" had acquired the general sense of "unmarried man". The expression bachelor party is recorded 1882. In 1895, a feminine equivalent "bachelor-girl" was coined, replaced in US English by "bachelorette" by the mid-1930s. This terminology is now generally seen as antiquated, and has been largely replaced by the gender-neutral term "single" (first recorded 1964). In England and Wales, the term "bachelor" remained the official term used for the purpose of marriage registration until 2005, when it was abolished in favor of "single."

Bachelors have been subject to penal laws in many countries, most notably in Ancient Sparta and Rome. At Sparta, men unmarried after a certain age were subject to various penalties (ἀτιμία, atimía): they were forbidden to watch women's gymnastics; during the winter, they were made to march naked through the agora singing a song about their dishonor; and they were not provided with the traditional respect due to the elderly. Some Athenian laws were similar. Over time, some punishments developed into no more than a teasing game. In some parts of Germany, for instance, men who were still unmarried by their 30th birthday were made to sweep the stairs of the town hall until kissed by a "virgin". In a 1912 Pittsburgh Press article, there was a suggestion that local bachelors should wear a special pin that identified them as such, or a black necktie to symbolize that "....they [bachelors] should be in perpetual mourning because they are so foolish as to stay unmarried and deprive themselves of the comforts of a wife and home."

The idea of a tax on bachelors has existed throughout the centuries. Bachelors in Rome fell under the Lex Julia of 18 BC and the Lex Papia Poppaea of AD 9: these lay heavy fines on unmarried or childless people while providing certain privileges to those with several children. In 1695, a law known as the Marriage Duty Act was imposed on single males over 25 years old by the English Crown to help generate income for the Nine Years' War. In Britain, taxes occasionally fell heavier on bachelors than other persons: examples include 6 & 7 Will. III, the 1785 Tax on Servants, and the 1798 Income Tax.

A study that was conducted by professor Charles Waehler at the University of Akron in Ohio on non-married heterosexual males deduced that once non-married men hit middle age, they will be less likely to marry and remain unattached later into their lives. The study concluded that there is only a 1-in-6 chance that men older than 40 will leave the single life, and that after the age 45, the odds fall to 1-in-20.

In certain Gulf Arab countries, "bachelor" can refer to men who are single as well as immigrant men married to a spouse residing in their country of origin (due to the high added cost of sponsoring a spouse onsite).

Bachelorette
The term bachelorette is sometimes used to refer to a woman who has never been married.

The traditional female equivalent to bachelor is spinster, which is considered pejorative and implies unattractiveness (i.e. old maid, cat lady). The term "bachelorette" has been used in its place, particularly in the context of bachelorette parties and reality TV series The Bachelorette.

title: Bachelor


text:
Background radiation

Background radiation is a measure of the level of ionizing radiation present in the environment at a particular location which is not due to deliberate introduction of radiation sources.

Background radiation originates from a variety of sources, both natural and artificial. These include both cosmic radiation and environmental radioactivity from naturally occurring radioactive materials (such as radon and radium), as well as man-made medical X-rays, fallout from nuclear weapons testing and nuclear accidents.

Definition
Background radiation is defined by the International Atomic Energy Agency as "Dose or the dose rate (or an observed measure related to the dose or dose rate) attributable to all sources other than the one(s) specified. A distinction is thus made between the dose which is already in a location, which is defined here as being "background", and the dose due to a deliberately introduced and specified source. This is important where radiation measurements are taken of a specified radiation source, where the existing background may affect this measurement. An example would be measurement of radioactive contamination in a gamma radiation background, which could increase the total reading above that expected from the contamination alone.

However, if no radiation source is specified as being of concern, then the total radiation dose measurement at a location is generally called the background radiation, and this is usually the case where an ambient dose rate is measured for environmental purposes.

Background dose rate examples
Background radiation varies with location and time, and the following table gives examples:

Natural background radiation
Radioactive material is found throughout nature. Detectable amounts occur naturally in soil, rocks, water, air, and vegetation, from which it is inhaled and ingested into the body. In addition to this internal exposure, humans also receive external exposure from radioactive materials that remain outside the body and from cosmic radiation from space. The worldwide average natural dose to humans is about 2.4 mSv per year. This is four times the worldwide average artificial radiation exposure, which in 2008 amounted to about 0.6 mSv per year. In some developed countries, like the US and Japan, artificial exposure is, on average, greater than the natural exposure, due to greater access to medical imaging. In Europe, average natural background exposure by country ranges from under 2 mSv annually in the United Kingdom to more than 7 mSv annually for some groups of people in Finland.

The International Atomic Energy Agency states:
 * "Exposure to radiation from natural sources is an inescapable feature of everyday life in both working and public environments. This exposure is in most cases of little or no concern to society, but in certain situations the introduction of health protection measures needs to be considered, for example when working with uranium and thorium ores and other Naturally Occurring Radioactive Material (NORM). These situations have become the focus of greater attention by the Agency in recent years."

Terrestrial sources
Terrestrial radiation, for the purpose of the table above, only includes sources that remain external to the body. The major radionuclides of concern are potassium, uranium and thorium and their decay products, some of which, like radium and radon are intensely radioactive but occur in low concentrations. Most of these sources have been decreasing, due to radioactive decay since the formation of the Earth, because there is no significant amount currently transported to the Earth. Thus, the present activity on Earth from uranium-238 is only half as much as it originally was because of its 4.5 billion year half-life, and potassium-40 (half-life 1.25 billion years) is only at about 8% of original activity. But during the time that humans have existed the amount of radiation has decreased very little.

Many shorter half-life (and thus more intensely radioactive) isotopes have not decayed out of the terrestrial environment because of their on-going natural production. Examples of these are radium-226 (decay product of thorium-230 in decay chain of uranium-238) and radon-222 (a decay product of radium-226 in said chain).

Thorium and uranium (and their daughters) primarily undergo alpha and beta decay, and are not easily detectable. However, many of their daughter products are strong gamma emitters. Thorium-232 is detectable via a 239 keV peak from lead-212, 511, 583 and 2614 keV from thallium-208, and 911 and 969 keV from actinium-228. Uranium-238 manifests as 609, 1120, and 1764 keV peaks of bismuth-214 (cf. the same peak for atmospheric radon). Potassium-40 is detectable directly via its 1461 keV gamma peak.

The level over the sea and other large bodies of water tends to be about a tenth of the terrestrial background. Conversely, coastal areas (and areas by the side of fresh water) may have an additional contribution from dispersed sediment.

Airborne sources
The biggest source of natural background radiation is airborne radon, a radioactive gas that emanates from the ground. Radon and its isotopes, parent radionuclides, and decay products all contribute to an average inhaled dose of 1.26 mSv/a (millisievert per year). Radon is unevenly distributed and varies with weather, such that much higher doses apply to many areas of the world, where it represents a significant health hazard. Concentrations over 500 times the world average have been found inside buildings in Scandinavia, the United States, Iran, and the Czech Republic. Radon is a decay product of uranium, which is relatively common in the Earth's crust, but more concentrated in ore-bearing rocks scattered around the world. Radon seeps out of these ores into the atmosphere or into ground water or infiltrates into buildings. It can be inhaled into the lungs, along with its decay products, where they will reside for a period of time after exposure.

Although radon is naturally occurring, exposure can be enhanced or diminished by human activity, notably house construction. A poorly sealed dwelling floor, or poor basement ventilation, in an otherwise well insulated house can result in the accumulation of radon within the dwelling, exposing its residents to high concentrations. The widespread construction of well insulated and sealed homes in the northern industrialized world has led to radon becoming the primary source of background radiation in some localities in northern North America and Europe. Basement sealing and suction ventilation reduce exposure. Some building materials, for example lightweight concrete with alum shale, phosphogypsum and Italian tuff, may emanate radon if they contain radium and are porous to gas.

Radiation exposure from radon is indirect. Radon has a short half-life (4 days) and decays into other solid particulate radium-series radioactive nuclides. These radioactive particles are inhaled and remain lodged in the lungs, causing continued exposure. Radon is thus assumed to be the second leading cause of lung cancer after smoking, and accounts for 15,000 to 22,000 cancer deaths per year in the US alone. However, the discussion about the opposite experimental results is still going on.

About 100,000 Bq/m3 of radon was found in Stanley Watras's basement in 1984. He and his neighbours in Boyertown, Pennsylvania, United States may hold the record for the most radioactive dwellings in the world. International radiation protection organizations estimate that a committed dose may be calculated by multiplying the equilibrium equivalent concentration (EEC) of radon by a factor of 8 to 9 $nSv·m^{3}⁄Bq·h$ and the EEC of thoron by a factor of 40 $nSv·m^{3}⁄Bq·h$.

Most of the atmospheric background is caused by radon and its decay products. The gamma spectrum shows prominent peaks at 609, 1120, and 1764 keV, belonging to bismuth-214, a radon decay product. The atmospheric background varies greatly with wind direction and meteorological conditions. Radon also can be released from the ground in bursts and then form "radon clouds" capable of traveling tens of kilometers.

Cosmic radiation
The Earth and all living things on it are constantly bombarded by radiation from outer space. This radiation primarily consists of positively charged ions from protons to iron and larger nuclei derived from outside the Solar System. This radiation interacts with atoms in the atmosphere to create an air shower of secondary radiation, including X-rays, muons, protons, alpha particles, pions, electrons, and neutrons. The immediate dose from cosmic radiation is largely from muons, neutrons, and electrons, and this dose varies in different parts of the world based largely on the geomagnetic field and altitude. For example, the city of Denver in the United States (at 1650 meters elevation) receives a cosmic ray dose roughly twice that of a location at sea level. This radiation is much more intense in the upper troposphere, around 10 km altitude, and is thus of particular concern for airline crews and frequent passengers, who spend many hours per year in this environment. During their flights airline crews typically get an additional occupational dose between 2.2 mSv per year and 2.19 mSv/year, according to various studies.

Similarly, cosmic rays cause higher background exposure in astronauts than in humans on the surface of Earth. Astronauts in low orbits, such as in the International Space Station or the Space Shuttle, are partially shielded by the magnetic field of the Earth, but also suffer from the Van Allen radiation belt which accumulates cosmic rays and results from the Earth's magnetic field. Outside low Earth orbit, as experienced by the Apollo astronauts who traveled to the Moon, this background radiation is much more intense, and represents a considerable obstacle to potential future long term human exploration of the Moon or Mars.

Cosmic rays also cause elemental transmutation in the atmosphere, in which secondary radiation generated by the cosmic rays combines with atomic nuclei in the atmosphere to generate different nuclides. Many so-called cosmogenic nuclides can be produced, but probably the most notable is carbon-14, which is produced by interactions with nitrogen atoms. These cosmogenic nuclides eventually reach the Earth's surface and can be incorporated into living organisms. The production of these nuclides varies slightly with short-term variations in solar cosmic ray flux, but is considered practically constant over long scales of thousands to millions of years. The constant production, incorporation into organisms and relatively short half-life of carbon-14 are the principles used in radiocarbon dating of ancient biological materials, such as wooden artifacts or human remains.

The cosmic radiation at sea level usually manifests as 511 keV gamma rays from annihilation of positrons created by nuclear reactions of high energy particles and gamma rays. At higher altitudes there is also the contribution of continuous bremsstrahlung spectrum.

Food and water
Two of the essential elements that make up the human body, namely potassium and carbon, have radioactive isotopes that add significantly to our background radiation dose. An average human contains about 17 milligrams of potassium-40 (40K) and about 24 nanograms (10−9 g) of carbon-14 (14C), (half-life 5,730 years). Excluding internal contamination by external radioactive material, these two are the largest components of internal radiation exposure from biologically functional components of the human body. About 4,000 nuclei of 40K decay per second, and a similar number of 14C. The energy of beta particles produced by 40K is about 10 times that from the beta particles from 14C decay.

14C is present in the human body at a level of about 3700 Bq (0.1 μCi) with a biological half-life of 40 days. This means there are about 3700 beta particles per second produced by the decay of 14C. However, a 14C atom is in the genetic information of about half the cells, while potassium is not a component of DNA. The decay of a 14C atom inside DNA in one person happens about 50 times per second, changing a carbon atom to one of nitrogen.

The global average internal dose from radionuclides other than radon and its decay products is 0.29 mSv/a, of which 0.17 mSv/a comes from 40K, 0.12 mSv/a comes from the uranium and thorium series, and 12 μSv/a comes from 14C.

Areas with high natural background radiation
Some areas have greater dosage than the country-wide averages. In the world in general, exceptionally high natural background locales include Ramsar in Iran, Guarapari in Brazil, Karunagappalli in India, Arkaroola in Australia and Yangjiang in China.

The highest level of purely natural radiation ever recorded on the Earth's surface was 90 μGy/h on a Brazilian black beach (areia preta in Portuguese) composed of monazite. This rate would convert to 0.8 Gy/a for year-round continuous exposure, but in fact the levels vary seasonally and are much lower in the nearest residences. The record measurement has not been duplicated and is omitted from UNSCEAR's latest reports. Nearby tourist beaches in Guarapari and Cumuruxatiba were later evaluated at 14 and 15 μGy/h. Note that the values quoted here are in Grays. To convert to Sieverts (Sv) a radiation weighting factor is required; these weighting factors vary from 1 (beta & gamma) to 20 (alpha particles).

The highest background radiation in an inhabited area is found in Ramsar, primarily due to the use of local naturally radioactive limestone as a building material. The 1000 most exposed residents receive an average external effective radiation dose of 6 mSv per year, six times the ICRP recommended limit for exposure to the public from artificial sources. They additionally receive a substantial internal dose from radon. Record radiation levels were found in a house where the effective dose due to ambient radiation fields was 131 mSv per year, and the internal committed dose from radon was 72 mSv per year. This unique case is over 80 times higher than the world average natural human exposure to radiation.

Epidemiological studies are underway to identify health effects associated with the high radiation levels in Ramsar. It is much too early to draw unambiguous statistically significant conclusions. While so far support for beneficial effects of chronic radiation (like longer lifespan) has been observed in few places only, a protective and adaptive effect is suggested by at least one study whose authors nonetheless caution that data from Ramsar are not yet sufficiently strong to relax existing regulatory dose limits. However, the recent statistical analyses discussed that there is no correlation between the risk of negative health effects and elevated level of natural background radiation.

Photoelectric
Background radiation doses in the immediate vicinity of particles of high atomic number materials, within the human body, have a small enhancement due to the photoelectric effect.

Neutron background
Most of the natural neutron background is a product of cosmic rays interacting with the atmosphere. The neutron energy peaks at around 1 MeV and rapidly drops above. At sea level, the production of neutrons is about 20 neutrons per second per kilogram of material interacting with the cosmic rays (or, about 100–300 neutrons per square meter per second). The flux is dependent on geomagnetic latitude, with a maximum near the magnetic poles. At solar minimums, due to lower solar magnetic field shielding, the flux is about twice as high vs the solar maximum. It also dramatically increases during solar flares. In the vicinity of larger heavier objects, e.g. buildings or ships, the neutron flux measures higher; this is known as "cosmic ray induced neutron signature", or "ship effect" as it was first detected with ships at sea.

Atmospheric nuclear testing

Frequent above-ground nuclear explosions between the 1940s and 1960s scattered a substantial amount of radioactive contamination. Some of this contamination is local, rendering the immediate surroundings highly radioactive, while some of it is carried longer distances as nuclear fallout; some of this material is dispersed worldwide. The increase in background radiation due to these tests peaked in 1963 at about 0.15 mSv per year worldwide, or about 7% of average background dose from all sources. The Limited Test Ban Treaty of 1963 prohibited above-ground tests, thus by the year 2000 the worldwide dose from these tests has decreased to only 0.005 mSv per year.

This global fallout has caused up to 2.4 million deaths by 2020.

Occupational exposure
The International Commission on Radiological Protection recommends limiting occupational radiation exposure to 50 mSv (5 rem) per year, and 100 mSv (10 rem) in 5 years.

However, background radiation for occupational doses includes radiation that is not measured by radiation dose instruments in potential occupational exposure conditions. This includes both offsite "natural background radiation" and any medical radiation doses. This value is not typically measured or known from surveys, such that variations in the total dose to individual workers is not known. This can be a significant confounding factor in assessing radiation exposure effects in a population of workers who may have significantly different natural background and medical radiation doses. This is most significant when the occupational doses are very low.

At an IAEA conference in 2002, it was recommended that occupational doses below 1–2 mSv per year do not warrant regulatory scrutiny.

Nuclear accidents

Under normal circumstances, nuclear reactors release small amounts of radioactive gases, which cause small radiation exposures to the public. Events classified on the International Nuclear Event Scale as incidents typically do not release any additional radioactive substances into the environment. Large releases of radioactivity from nuclear reactors are extremely rare. To the present day, there were two major civilian accidents – the Chernobyl accident and the Fukushima I nuclear accidents – which caused substantial contamination. The Chernobyl accident was the only one to cause immediate deaths.

Total doses from the Chernobyl accident ranged from 10 to 50 mSv over 20 years for the inhabitants of the affected areas, with most of the dose received in the first years after the disaster, and over 100 mSv for liquidators. There were 28 deaths from acute radiation syndrome.

Total doses from the Fukushima I accidents were between 1 and 15 mSv for the inhabitants of the affected areas. Thyroid doses for children were below 50 mSv. 167 cleanup workers received doses above 100 mSv, with 6 of them receiving more than 250 mSv (the Japanese exposure limit for emergency response workers).

The average dose from the Three Mile Island accident was 0.01 mSv.

Non-civilian: In addition to the civilian accidents described above, several accidents at early nuclear weapons facilities – such as the Windscale fire, the contamination of the Techa River by the nuclear waste from the Mayak compound, and the Kyshtym disaster at the same compound – released substantial radioactivity into the environment. The Windscale fire resulted in thyroid doses of 5–20 mSv for adults and 10–60 mSv for children. The doses from the accidents at Mayak are unknown.

Nuclear fuel cycle
The Nuclear Regulatory Commission, the United States Environmental Protection Agency, and other U.S. and international agencies, require that licensees limit radiation exposure to individual members of the public to 1 mSv (100 mrem) per year.

Energy sources
Per UNECE life-cycle assessment, nearly all sources of energy result in some level of occupational and public exposure to radionuclides as result of their manufacturing or operations. The following table uses man·Sievert/GW-annum:

Coal burning
Coal plants emit radiation in the form of radioactive fly ash which is inhaled and ingested by neighbours, and incorporated into crops. A 1978 paper from Oak Ridge National Laboratory estimated that coal-fired power plants of that time may contribute a whole-body committed dose of 19 μSv/a to their immediate neighbours in a radius of 500 m. The United Nations Scientific Committee on the Effects of Atomic Radiation's 1988 report estimated the committed dose 1 km away to be 20 μSv/a for older plants or 1 μSv/a for newer plants with improved fly ash capture, but was unable to confirm these numbers by test. When coal is burned, uranium, thorium and all the uranium daughters accumulated by disintegration – radium, radon, polonium – are released. Radioactive materials previously buried underground in coal deposits are released as fly ash or, if fly ash is captured, may be incorporated into concrete manufactured with fly ash.

Medical
The global average human exposure to artificial radiation is 0.6 mSv/a, primarily from medical imaging. This medical component can range much higher, with an average of 3 mSv per year across the USA population. Other human contributors include smoking, air travel, radioactive building materials, historical nuclear weapons testing, nuclear power accidents and nuclear industry operation.

A typical chest x-ray delivers 20 μSv (2 mrem) of effective dose. A dental x-ray delivers a dose of 5 to 10 μSv. A CT scan delivers an effective dose to the whole body ranging from 1 to 20 mSv (100 to 2000 mrem). The average American receives about 3 mSv of diagnostic medical dose per year; countries with the lowest levels of health care receive almost none. Radiation treatment for various diseases also accounts for some dose, both in individuals and in those around them.

Consumer items
Cigarettes contain polonium-210, originating from the decay products of radon, which stick to tobacco leaves. Heavy smoking results in a radiation dose of 160 mSv/year to localized spots at the bifurcations of segmental bronchi in the lungs from the decay of polonium-210. This dose is not readily comparable to the radiation protection limits, since the latter deal with whole body doses, while the dose from smoking is delivered to a very small portion of the body.

Radiation metrology
In a radiation metrology laboratory, background radiation refers to the measured value from any incidental sources that affect an instrument when a specific radiation source sample is being measured. This background contribution, which is established as a stable value by multiple measurements, usually before and after sample measurement, is subtracted from the rate measured when the sample is being measured.

This is in accordance with the International Atomic Energy Agency definition of background as being "Dose or dose rate (or an observed measure related to the dose or dose rate) attributable to all sources other than the one(s) specified.

The same issue occurs with radiation protection instruments, where a reading from an instrument may be affected by the background radiation. An example of this is a scintillation detector used for surface contamination monitoring. In an elevated gamma background the scintillator material will be affected by the background gamma, which will add to the reading obtained from any contamination which is being monitored. In extreme cases it will make the instrument unusable as the background swamps the lower level of radiation from the contamination. In such instruments the background can be continually monitored in the "Ready" state, and subtracted from any reading obtained when being used in "Measuring" mode.

Regular Radiation measurement is carried out at multiple levels. Government agencies compile radiation readings as part of environmental monitoring mandates, often making the readings available to the public and sometimes in near-real-time. Collaborative groups and private individuals may also make real-time readings available to the public. Instruments used for radiation measurement include the Geiger–Müller tube and the Scintillation detector. The former is usually more compact and affordable and reacts to several radiation types, while the latter is more complex and can detect specific radiation energies and types. Readings indicate radiation levels from all sources including background, and real-time readings are in general unvalidated, but correlation between independent detectors increases confidence in measured levels.

List of near-real-time government radiation measurement sites, employing multiple instrument types:
 * Europe and Canada: European Radiological Data Exchange Platform (EURDEP) Simple map of Gamma Dose Rates
 * USA: EPA Radnet near-real-time and laboratory data by state

List of international near-real-time collaborative/private measurement sites, employing primarily Geiger-Muller detectors:
 * GMC map: http://www.gmcmap.com/ (mix of old-data detector stations and some near-real-time ones)
 * Netc: http://www.netc.com/
 * Radmon: http://www.radmon.org/
 * Radiation Network: http://radiationnetwork.com/
 * Radioactive@Home: http://radioactiveathome.org/map/
 * Safecast: http://safecast.org/tilemap (the green circles are real-time detectors)
 * uRad Monitor: http://www.uradmonitor.com/

title: Background radiation