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Ron Huldai

Ron Huldai (רון חולדאי; born 26 August 1944) is an Israeli politician and businessman who has been Mayor of Tel Aviv since 1998. Before taking office as mayor, Huldai served as a fighter pilot and commander in the Israeli Air Force. After leaving the Israel Defense Force as a brigadier general, he entered the business world and was later headmaster of the Herzliya Hebrew Gymnasium in Tel Aviv.

Early life
He was born in 1944 in Hulda (his surname is derived from the name of the kibbutz), one of three brothers born to Polish Jewish immigrant parents who moved to Palestine from Łódź. His father Ozer Obarzański was among the founders of the kibbutz and the principal of its school, while his mother Hana was a teacher and headed the organization of performances at the kibbutz. Huldai grew up in the kibbutz. He studied at Tel Aviv University, Auburn University at Montgomery, the Air War College at Maxwell Air Force Base in Montgomery, Alabama, and the Advanced Management Program at the Wharton School of the University of Pennsylvania.

Military service
Huldai was conscripted into the Israel Defense Forces in 1963, and joined the Israeli Air Force, serving as a combat pilot and becoming a career officer. During the Six-Day War, he participated in Operation Focus, and participated in numerous missions in which and he shot down three enemy aircraft. He subsequently participated in the War of Attrition and after that, he was appointed as the deputy commander of the 105 Squadron.

When the Yom Kippur War broke out, he assumed the role of acting commander for the 201 Phantom Squadron, filling in for Yiftach Zemer, who was temporarily in the United States. Huldai led the Squadron in Operation Model 5, a mission that resulted in significant damage to the unit, until he was replaced by Eitan Ben Eliyahu. On the thirteenth day of the war, he led an attack against an Egyptian SAM battery, and during this mission, his aircraft was hit by a missile, leading to an emergency landing at Rephidim Airbase. On the eighteenth day of the conflict, Huldai led a quartet of covert aircraft in a mission targeting fuel facilities in northern Syria. During this operation, he engaged in a dogfight and successfully shot down a MiG-21. In total, he shot down three enemy aircraft during the war.

Subsequently, he was appointed as the commander of the 140 Douglas A-4 Skyhawk Squadron, and later, he assumed the role of commander for the 105 Squadron. Huldai held several key senior command positions, including as the commander of Nevatim Airbase, Hatzerim Airbase, the Air Force Pilots Training School, and a coordinator of the government authorities and supervisor of civilian construction projects for the IAF. He left the IAF in 1989 with the rank of Brigadier General.

Following his retirement from active duty in 1989, he entered the private sector. After spending two years selling air conditioners in Nigeria, he returned to Israel and managed the closure of a construction plant in Ramla. He then became headmaster of the prestigious Herzliya Hebrew High School for six years until 1998.

Political career
Huldai is a member of the Labor Party. In 1998, Huldai entered the mayoral elections for Tel Aviv following the announcement by the incumbent mayor, Roni Milo, that he would not seek another term. Huldai ran as an independent candidate under the party name "Tel Aviv 1", with the support of the Labor Party. He was elected with approximately 50% of the votes, while his primary rival, Doron Rubin, received around 25% of the votes. His party won five seats on the city council.

Huldai was re-elected in 2003 with 62% of the vote, again in 2008 with 50.6%, in 2013 with 53% and yet again in 2018 with 46%. He planned to run for the Knesset in the 2021 Israeli legislative election as part of a new left-wing party named The Israelis. The party was joined by Justice Minister Avi Nissenkorn and MK Einav Kabla, both of whom had left the Blue and White party. However, Nissenkorn left the party on 31 January 2021, reportedly as a prerequisite by Israeli Labor Party leader Merav Michaeli for a merger between both parties, and on 4 February 2021 Huldai announced that the party would not contest the elections, having failed to reach an electoral agreement with other parties.

title: Ron Huldai


text: Category:World War II merchant ships

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

title: Category:World War II merchant ships


text: Category:1896 Atlantic hurricane season

title: Category:1896 Atlantic hurricane season


text:
Salaberry Armoury

The Salaberry Armoury (Manège militaire Salaberry), is an historic armoury located in Gatineau, Quebec, Canada, that is home to the armoured Régiment de Hull. The 5,578 m2 armoury located just to the west of the Hull sector in downtown Gatineau on a 2.0800 ha lot. The armoury is a prominent local landmark. In the Canadian Forces, an armoury is a place where a reserve unit trains, meets, and parades.

History
Le Régiment de Hull, which is housed in Salaberry Armoury, formed on 7 August 1914. The Regiment, which is a unit of the Reserve Armoured Corps, is the only Francophone unit in the National Capital Region. The armoury was built beginning on 1 January 1938, designed by the architect Lucien Sarra-Bournet in the late Château Style with a steeply pitched gable roof and prominent chimneys.

The armoury was named after Colonel Charles de Salaberry, a hero of the War of 1812. The armoury, which has been identified as an historic site is one of a series of armouries built across Canada during the 1930s. During World War II, this building was the scene of local recruitment efforts.

Salaberry Armoury is a Recognized Federal Heritage Building.

Legacy
A plaque was erected by the Royal Canadian Legion Branch 30 Hull with a quote from the poem For the Fallen by Robert Laurence Binyon: "They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them"

A plaque was erected in the spring of 1974 for the 60th anniversary of the founding of the Regiment de Hull.

title: Salaberry Armoury


text:
Lumber room

A lumber room is a room, most often in the attic of a house, used for storing unused possessions such as furniture and other items the household has been "lumbered with", or accumulated over time. "Lumber" meaning to give something of little use or worth to the recipient that cannot be easily gotten rid of.

title: Lumber room


text:
Talk:Ellis Hollins

Articles for Deletion debate
This article survived an Articles for Deletion debate. The discussion can be found here. -Splash talk 21:53, 6 October 2005 (UTC)

So glad this wasn't deleted!
Just want to say I started this article and I'm so glad it was decided not to delete it!

Ellis's listed as a guest on Hollyoaks on IMD but I don't know why; he's been a member of the Hollyoaks cast for ages now and, although just five, I have to say I think he's the best actor out of the lot of them!!!

Anyway, glad this article is staying because this talented little cutie deserves much recognition for all he has achieved at such a young age.

Charlie x

title: Talk:Ellis Hollins


text:
User:D C McJonathan

David Clarkson McJonathan-Swarm likes to think of himself an Edwardian in his eclecticism and eccentricity and his interests reflect this. Technically 'retired' and collecting a pension following the physically disabling injuries sustained from the impact of a tractor trailer to his Mazda RX-7 in 1991. His wife alleges that "he is busier now than when he worked full-time and we had five sons at home." To many he is known simply as "Mack" or "Doc."

Fascinated by history his entire life, a medical researcher, photographer, and biographer he started writing bios for some of the 'famous' listings at Find A Grave which he discovered from a Google search on Erik Rhodes. Finding many persons that he had known, socially and through broadcasting in New York City listed, he started to submit 'Better Bios' on the Find A Grave Forums thread. Many times his reference searches would bring up Wikipedia which finally led to his presence here. After his friend and partner Robert Denning's obituary appeared in The New York Times and on AP wire feed it was included in recent deaths on Wikipedia, but the lack of a biography was noted for both him and their common mentor Edgar de Evia. These were his first new articles.

Contestant on To Tell The Truth playing himself. "Numerologist" Episode 152-2 Sequence 757 	taped 2/20/73 Host: Garry Moore  Panel: Tom Kennedy, Peggy Cass, Bill Cullen, Kitty Carlisle.

Guest on What's My Line? playing himself. U.S. syndication (1968-1975) Panel included: Arlene Francis, Bennett Cerf,

A frequent guest on the Long John Nebel Show, in the early 1970s, both before and after Nebel's marriage to Candy Jones. He did over 600 radio and television shows during this period which included ABC News, The Tomorrow Show with Tom Snyder, The Amazing Kreskin, The Joey Adams Show and was represented for broadcasting by Patricia Kurland of Patrician Productions.

Most of his new pages are persons he has known or of whom he has personal knowledge, that would not otherwise be available, and which can be added to the research of public information. His interest in obsession with both Find A Grave and now Wikipedia are driven by the desire to see that the past be remembered and  its lessons learned.

New pages on Wikipedia
Leave a new message.

title: User:D C McJonathan


text:
Tunebo

Tunebo may refer to:
 * U'wa people, formerly known as Tunebo, who live in northeastern Colombia
 * Uw Cuwa, their language

title: Tunebo


text:
Caldo verde

Caldo verde (, Portuguese for "green broth") is a popular soup in Portuguese cuisine.

The basic traditional ingredients for caldo verde are finely shredded Portuguese cabbage or couve-galega (essentially a type of collard green), (or alternatively other leafy greens such as kale or mustard greens), potatoes, olive oil, black pepper and salt, mainly flavoured with onion and garlic. Some regional recipes favour slight variations, like turnip greens or added meat, such as ham hock, making it similar to Italo-American wedding soup. Traditionally, the soup is accompanied by slices of paio, chouriço or linguiça (boiled whole with the potatoes, then sliced and added to the finished soup when serving) and with Portuguese broa corn-bread or rye-bread for dipping. In Brazil, the soup is accompanied by Pão francês, similarly to virtually all kinds of soups. In Portugal, caldo verde is typically consumed during events such as weddings, birthdays and popular celebrations. It is sometimes consumed before a main course or as a late supper. It is traditionally served in earthenware bowls called tigela.

History
Caldo verde originated from the Minho Province in northern Portugal. Today, it is a traditional national favourite that has spread across the nation and abroad, especially to places where a large community of Portuguese migrants have settled such as Brazil, Macau, Massachusetts, New Jersey, Rhode Island, and Toronto. References to the soup appear in many novels by Camilo Castelo Branco. In 2011, following the result of a public vote, the soup was announced as one of Portugal's Seven Wonders of Gastronomy, highlighting both its popularity and heritage in Portugal. In neighboring Galicia (historically and culturally close to Portugal) a similar dish, caldo galego is also a culinary tradition.

title: Caldo verde


text:
List of speakers of the Minnesota House of Representatives

This is a list of speakers of the Minnesota House of Representatives. The speaker of the House is usually the leader of the majority party, and is the most powerful figure in the House. The current House speaker is Melissa Hortman.

Notes on Minnesota political party names

 * Minnesota Democratic-Farmer-Labor Party: On April 15, 1944, the state Democratic Party and the Minnesota Farmer-Labor Party merged and created the Minnesota Democratic-Farmer-Labor Party (DFL). It is affiliated with the national Democratic Party.
 * Republican Party of Minnesota: From November 15, 1975, to September 23, 1995, the name of the state Republican party was the Independent-Republican party (I-R). The party has always been affiliated with the national Republican Party.

In 1913, Minnesota legislators began to be elected on nonpartisan ballots. Nonpartisanship also was an historical accident that occurred in the 1913 session when a bill to provide for no party elections of judges and city and county officers was amended to include the Legislature in the belief that it would kill the bill. Legislators ran and caucused as "Liberals" or "Conservatives" roughly equivalent in most years to Democratic-Farmer-Labor and Republican, respectively. The law was changed in 1973, in 1974, House members again ran with party designation.

Speaker Emeritus
Under House rules, former speakers who are serving in the House are given the title of Speaker Emeritus. While the position has no formal power, the title is seen as a sign of respect for former speakers.


text:
Talk:Alpha Kappa Alpha

FAR/FA standards
This article was from a much earlier time and having a majority of sources that is to the subject itself would not be accepted by any contemporary standards Bumbubookworm (talk) 12:29, 11 September 2021 (UTC)

 * Agreed. As a specific example, Pearls of service : the legacy of America's first black sorority, Alpha Kappa Alpha. This is undoubtedly a valuable source, but it is published by the sorority itself, and should NOT be used to demonstrate encyclopedic significance. It should instead be used to fill-in information that has been shown to be significance by independent sources (or for basic info that is uncontroversial and important).
 * As an example, the significance of Ida Jackson's school visits need to be contextualized as they relate to this sorority, not just in isolation. It appears the article currently fails to do this, which makes it difficult to differentiate important info from trivia or puffery. Lacking this context, if details or specific incidents have reliable, independent sources, they can be mentioned at Ida Louise Jackson.
 * From past experience, I am concerned that the raw quantity of information in this article may create a misleading impression when evaluated for FA status. Good editing means being willing to trim content until adequate sources can be found.
 * In addition, the article fails WP:TONE and WP:NPOV. Having "Bridging toward the twenty-first century" as a subsection title is a warning sign that the article is not written from a neutral point of view. Grayfell (talk) 02:01, 25 November 2021 (UTC)

 * , yours is a very fair analysis. This is a decent article about a valued member of the GLO community.  However, it needs unbiased editing --This from the perspective of someone who wants substantially more Greek Letter organization content across the board.  It's certainly graphically interesting, and follows a decent progression of milestones. But woven into many paragraphs is too much fluff, minutiae, and outright peacock language.  I'd also remark that the Alpha Kappa Alpha article isn't alone among the Divine nine that ought to address this issue. Jax MN (talk) 03:10, 25 November 2021 (UTC)

 * Since this issue has not been further discussed, I have made an edit as an example of the kinds of changes that I think will be needed to restore the article to good standing. There is much more work needed, especially with finding independent sources, but hopefuly this edit demonstrates the problem somewhat. I would remind any interested editors that people who are members of this sorority will have a conflict of interest in editing this article, and should take appropriate measures to comply with Wikipedia's attempt at keeping a neutral point of view. Grayfell (talk) 05:03, 8 December 2021 (UTC)

List of chapters
I have just created and published a new article, List of Alpha Kappa Alpha chapters. There is some missing data, especially related to inactive collegiate and graduate chapters. If you know of sources for this information, please help improve the list. Thanks. Rublamb (talk) 04:13, 4 June 2023 (UTC)

HBCU template
, an editor just removed a "non-bidirectional navbox" that is, Should this otherwise be adjusted on the other side? I don't fully understand the use of the term, bi-directionality here, but suspect that Alpha Kappa Alpha should have this template. Would you look at this? Jax MN (talk) 22:45, 30 August 2023 (UTC)
 * I agree with the change. In *general* for navboxes, only those pages *with* the navbox on it should be linked from the navbox and vice versa. (See BIDIRECTIONAL) I've actually removed/added links and removed/added templates to reach that. (In fact I have done so within the last day with colleges which are *part* of Universities in Maryland) I do leave a *few*, for example, the Professional Fraternities navbox has a link to the NIC since a few have migrated there and Template:Phi Beta Sigma articles does have links to Howard University and NPHC. But for Alpha Kappa Alpha to include a navbox to the list of all NPHCs, I would probably have done the exact same edit myself.Naraht (talk) 23:42, 30 August 2023 (UTC)
 * In fact, I even found a tool that enables me to check for that balance, https://templatetransclusioncheck.toolforge.org/index.php?lang=en . In fact the new preferred documentation for Templates includes this. See Template:Minnesota Vikings roster navbox for an example.Naraht (talk) 23:46, 30 August 2023 (UTC)
 * Template:HBCU still isn't completely balanced, but the remaining three are "parts" of HBCUs with some level of independence, I'll have to think about whether to add them to the template, drop the template from those articles or neither.Naraht (talk) 00:04, 31 August 2023 (UTC)
 * Yes, those are pretty much the reasons why I removed the HBCU template. Indyguy (talk) 00:13, 31 August 2023 (UTC)

title: Talk:Alpha Kappa Alpha


text:
He Jifeng

He Jifeng (, born August 1943) is a Chinese computer scientist.

He Jifeng graduated from the mathematics department of Fudan University in 1965. From 1965 to 1985, he was an instructor at East China Normal University. During 1980–81, he was a visiting scholar at Stanford University and the University of San Francisco in California, United States.

From 1984 to 1998, He Jifeng was a senior research fellow at the Programming Research Group in the Oxford University Computing Laboratory (now the Oxford University Department of Computer Science). He worked extensively on formal aspects of computing science. In particular, he worked with Prof. Sir Tony Hoare, latterly on Unifying Theories of Programming, resulting in a book of that name.

Since 1986, He Jifeng has been Professor of Computer Science at East China Normal University in Shanghai. In 1996, he also became Professor of Computer Science at Shanghai Jiao Tong University.

In 1998, he became a senior research fellow at the International Institute for Software Technology (UNU-IIST), United Nations University, based in Macau. He moved back to Shanghai in 2005.

He Jifeng's research interests include sound methods for the specification of computer systems, communications, applications, standards, and techniques for designing and implementing those specifications in software and/or hardware with high reliability.

In 2005, he was elected to the Chinese Academy of Sciences. In 2013, his 70th birthday was celebrated at East China Normal University with an international three-day Festschrift in association with the International Conference on Theoretical Aspects of Computing (ICTAC). Ten years later in 2023, his 80th birthday was celebrated at the Shanghai Science Hall with a hybrid international two-day Festschrift Symposium. Since 2019, he has been a Distinguished Professor at Tongji University in Shanghai.

Books
He Jifeng has written a number of computer science books, including:

 * He Jifeng, Provably Correct Systems: Modelling of Communication Languages and Design of Optimized Compilers. McGraw-Hill International Series in Software, 1995. ISBN 978-0-07-709052-4.
 * C.A.R. Hoare and He Jifeng, Unified Theories of Programming. Prentice Hall International Series in Computer Science, 1998. ISBN 978-0-13-458761-5.
 * Zhiming Liu and He Jifeng, Mathematical Frameworks for Component Software: Models for Analysis and Synthesis. World Scientific Publishing Company, Series on Component-Based Software Development, 2007. ISBN 978-981-270-017-9.

title: He Jifeng


text:
Reid Flair

Richard Reid Fliehr (February 26, 1988 – March 29, 2013), better known by his ring name Reid Flair, was an American professional wrestler. He was the youngest son of professional wrestler Ric Flair, the younger half-brother of wrestler David Flair and the younger brother of wrestler Charlotte Flair. He was best known for his appearances alongside his father in World Championship Wrestling and for his appearances with All Japan Pro Wrestling.

Amateur wrestling career
In April 1998, Flair won the AAU National Wrestling Tournament. Flair attended Providence High School in Charlotte, North Carolina and Blair Academy in Blairstown, New Jersey, and was an accomplished amateur wrestler achieving numerous awards. During a tournament in Missouri, Flair attacked another competitor after he taunted Flair by mocking his father. During another tournament in Oklahoma, Fliehr was disqualified from competing after punching an opponent. His father, Ric Flair, had earlier thrown the same opponent off the mat during the match and was escorted off the tournament property by police.

World Championship Wrestling (1998, 2000)
Fliehr wrestled two matches in World Championship Wrestling (WCW). In the first, on October 4, 1998, he was ten years old when he defeated Eric Bischoff and on June 12, 2000, he teamed with his father Ric in a loss to David Flair and Vince Russo in a tag team match.

Independent circuit (2008–2012)
Fliehr made an appearance on March 29, 2008, during the WWE Hall of Fame. The next night, he made his first WrestleMania appearance with his family representing Ric Flair in the Hall of Fame. He also sat at ringside during the WrestleMania XXIV event. He appeared on Raw the following night with his family to honor his father's career. Throughout 2008, Flair was trained by Harley Race. Flair made his debut on December 6, 2008, under the name "Reid Flair", teaming with his elder brother David to defeat The Nasty Boys in Charlotte, North Carolina, with Hulk Hogan as the special guest referee. He wrestled for many independent promotions such as Big Time Wrestling and Northeast Wrestling.

On April 11, 2009, Flair, his brother David, and Brad Anderson beat Jeff Lewis, C. W. Anderson and Masked Superstar at an NWA Charlotte show. The match ended controversially with a double pin, when Flair pinned Lewis while CW Anderson pinned Brad Anderson. At the end of the match, Flair was awarded the NWA Mid-Atlantic Heritage Championship belt. At NWA Charlotte's next show on May 25, however, Lewis was announced as the NWA Mid-Atlantic Heritage Champion, with no explanation given. On May 2, he and David took on Buff Bagwell and Rikki Nelson and would lose. In June 2010, Reid teamed up with George South Jr. to take part in The Anderson Brothers Classic 4 Tournament where they defeated Caleb Konley and Cedric Alexander in the semi-finals and Charlie Dreamer and Jake Manning in the final. In August he made his debut for Lucha Libre USA.

In the same month next year he participated in NWA Future Legends Tournament and lost to John Skyler in the semi-final.

All Japan Pro Wrestling (2013)
In late 2012, it was reported that Flair had started training with All Japan Pro Wrestling. Flair made his in-ring debut for All Japan on January 26, 2013, when he replaced his sick father in a tag team match, where he and Keiji Mutoh were defeated by Seiya Sanada and Tatsumi Fujinami, with Sanada submitting him for the win. During February, Flair worked All Japan's Excite Series tour, wrestling undercard tag team matches. On March 15, Flair wrestled his first singles match in All Japan, submitting Yasufumi Nakanoue with the figure-four leglock. Flair returned to the United States following All Japan's March 17 event, which was 12 days before his death.

Personal life
Fliehr was born in Charlotte, North Carolina, to professional wrestler Ric Flair and Elizabeth Fliehr. He was the youngest of four siblings including his half-sister, Megan; a half-brother, David; and full sister, Ashley. His favorite band was Guns N' Roses.

Fliehr was arrested on June 23, 2007, for assault and battery, and was released after posting bail. On March 4, 2009, Fliehr was arrested for driving while impaired in Mecklenburg County, North Carolina, and was released after posting $1000 in bail. Fliehr was arrested again on April 26, 2009 after crashing his car, police found black tar heroin inside it, and he faced felony charges. He was also charged with driving while impaired, driving with a revoked license, and possession of drug paraphernalia, and was released after posting $15,000 in bail. He later overdosed twice in 2011.

During the Ric Flair 30 for 30 special, Triple H revealed that Fliehr wanted to sign a developmental contract with WWE but failed two drug tests.

Death
On March 29, 2013, Flair was found dead in bed at a Residence Inn in the SouthPark neighborhood of Charlotte, North Carolina. He was 25 years old. On June 14, 2013, Flair's autopsy revealed that it was a drug overdose of heroin and traces of two prescription tranquilizers: clonazepam, and alprazolam, which contributed to his death.

Championships and accomplishments
At the conclusion of a match on April 11, 2009, Flair was handed the championship. At the following show, the former champion Jeff Lewis was announced as the current champion, with no explanation given.
 * Mid Atlantic Championship Wrestling
 * NWA Mid-Atlantic Tag Team Championship (1 time) – with David Flair
 * National Wrestling Alliance
 * The Anderson Brothers Classic 4 Tournament – with George South Jr.
 * NWA Charlotte
 * NWA Mid-Atlantic Heritage Championship (1 time)
 * Xtreme World Wrestling
 * XWW United States Heavyweight Championship (2 times)

Filmography

 * The Dooley and Pals Show

title: Reid Flair


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title: User:DESiegel/monobook.js/addons


text:
ACM Fellow

ACM Fellowship is an award and fellowship that recognises outstanding members of the Association for Computing Machinery (ACM). The title of ACM Fellow indicates excellence, as evinced by technical, professional and leadership contributions that:

 * advance computing
 * promote the free exchange of ideas
 * advance the objectives of ACM

At most 1% of the ACM membership may be elected as Fellows.

New fellows are elected annually since 1993.

title: ACM Fellow


text: User talk:68.209.250.47

title: User talk:68.209.250.47


text:
Van Camp's

Van Camp's is an American brand of canned bean products currently owned by ConAgra Foods, Inc. Their products typically consist of beans stewed in a flavored sauce. Van Camp's has for some time been the second-best selling brand of baked beans in the United States, competing with Bush's Baked Beans.

Founding
The brand traces its roots back to Indianapolis, where in 1861 Gilbert Van Camp and associates Calvin Fletcher and Martin Williams constructed what became the nation's first successful commercial cold storage warehouse. Primarily concerned with the preservation of fruits and vegetables, Van Camp quickly began experimenting with canning. By 1862 he had started to can fruits and vegetables in the summertime for winter consumption. Shortly thereafter, Van Camp secured a lucrative contract to supply Union troops during the Civil War.

Van Camp's pork and beans quickly became a wartime staple. Following the war, demand for canned food soared as returning veterans were eager to purchase the food that they had become familiar with. In 1882 the Van Camp Packing Company was founded. They started selling catsup in 1888.

In 1894, his son Frank Van Camp first produced the now-famous recipe for pork and beans in tomato sauce. By 1898 the Van Camp Packing Company had increased annual production to six million cans. By 1909 Indiana, bolstered by the Van Camp family's company, became the nation's leading producer of canned baked beans. Frank Van Camp went on to found Van Camp Seafood.

Company history
The firm is considered to have been a trendsetter in the canned-foods industry. In 1933, it was acquired by James and John Stokely, who operated the Stokely canned tomato company in Newport, Tennessee, forming Stokely-Van Camp, Inc. The resultant combined company headquartered in Indianapolis. In the 1940s, the company built two warehouses in Bellingham, Washington. By the 1970s, Stokely-Van Camp agreed to produce, market and distribute a new beverage called Gatorade. This product was the first sports drink, and would eventually generate more in sales than the rest of SVC's other products combined.

Sale and brand history
In 1983, the brand passed to the Quaker Oats Company when it purchased Stokely-Van Camp. Quaker Oats sold Van Camp's to ConAgra in 1995. Stokely was sold to Seneca Foods in 1985 and currently produces canned beans and other canned vegetables.

Over the years, a number of foods have been sold under the Van Camp's name, including its popular Tenderoni pasta product. it only sells canned cooked beans, including pork and beans, baked beans, kidney beans, a vegetarian variant of its pork and bean recipe, Chili and "Beanee Weenee"—a mixture of beans with slices of frankfurter made of beef and chicken in tomato sauce.

title: Van Camp's


text:
Ohio High School Athletic Association

The Ohio High School Athletic Association (OHSAA) is the governing body of athletic programs for junior and senior high schools in the state of Ohio. The OHSAA governs eligibility of student athletes, resolves disputes, organizes levels of competition by divisional separation of schools according to attendance population, and conducts state championship competitions in all the OHSAA-sanctioned sports.

Membership
There are approximately 820 member high schools and 850 more schools in the 7th-8th grade division of the OHSAA. Most public and private high schools in Ohio belong to the OHSAA.

Districts
The Association is divided into six districts, each with its own District Athletic Board, including the Central District, East District, Northeast District, Northwest District, Southeast District, and Southwest District.

The District boards conduct Sectional and District tournaments. The main OHSAA board conducts Regional and State tournaments.

Classifications and divisions
Member high schools are divided into three classifications (A, AA, AAA). Prior to 1989 many sports held tournaments based on these classifications. Since then, each sport individually divides into numbered divisions based on enrollment, taking into account the total number of schools offering that varsity sport and placing an equal number of schools in each division.

The classifications (A being the smallest schools, AAA the largest) are still used to fill spots on the six District Athletic Boards (two representatives from each class).

The number of divisions varies based on how many schools offer that sport. Football has the most, with seven divisions (Division I being the largest schools). Three sports have a single division: Boys' Ice Hockey, Girls' Field Hockey, and Gymnastics.

History
The OHSAA is an unincorporated, non-profit organization founded in 1907. Members of the Western Ohio Superintendents' Round Table had frequently discussed the need of a central organization for high school athletics. In 1906 they passed a resolution to appoint a committee, headed by George R. Eastman, the first President of the Board of Control.

The first OHSAA-sponsored state tournament, Track and Field, was held on May 23, 1908, at Denison University. Columbus North became the first state champions, finishing ahead of Dayton Steele.

The OHSAA is currently headed by a commissioner. Prior to 1925, the Board of Control officers handled duties now associated with the Commissioner.

In 1979, OHSAA adopted a bylaw prohibiting out-of-state students from competing in OHSAA-sponsored activities. This rule was affirmed by the Sixth Circuit Court of Appeals in the 1985 case Alerding v. Ohio High School Athletic Association, regarding St. Xavier High School students from Northern Kentucky.

Commissioners since 1925

 * H.R. Townsend (1925–1944)
 * Harold Emswiler (1944–1958)
 * W.J. McConnell (1958–1963)
 * Paul E. Landis (1963–1969)
 * Harold A. Meyer (1969–1977)
 * George D. Bates (1977–1980)
 * Richard L. Armstrong (1980–1989)
 * Clair Muscaro (1990–2004)
 * Daniel B. Ross, Ph.D. (2004–2018)
 * Jerry Snodgrass (2018–2020)
 * Doug Ute (2020–present)

Girls

 * **(Individual/Doubles only, no Team championships)

Schools with most team titles

 * * X = single-gender school

Schools with most consecutive team titles in one sport

 * active streak

title: Ohio High School Athletic Association


text:
Jean H. Toal

Jean Hoefer Toal (born August 11, 1943) is an American former judge who was a chief justice of the Supreme Court of South Carolina. She was the first woman and the first Roman Catholic to serve as chief justice. In 2013, she became the first chief justice on the Supreme Court of South Carolina since the 1800s to have an opponent run against her. Toal has continued to serve in the judiciary as a senior judge since her retirement from the Supreme Court.

Early life
Jean Hoefer was born on August 11, 1943, in Columbia, South Carolina, the daughter of Herbert W. and Lilla Farrell Hoefer. She married William Thomas Toal, and they have two children. She graduated from Agnes Scott College in 1965 and the University of South Carolina School of Law in 1968, where she was Managing Editor of the South Carolina Law Review.

Early career and tenure on the Supreme Court of South Carolina
When she graduated, she was one of 11 women in South Carolina actively practicing the law. As a lawyer, she argued before the United States Supreme Court on behalf of the Catawba Nation. In 1975, she was elected to the South Carolina House, representing Richland County as a Democrat. She was a statehouse representative for 13 years before being elected to the South Carolina Supreme Court in 1988 and sworn in on March 17, 1988, the first woman elected to this position. She was reelected over Tom Ervin in 1996.

Toal was elected chief justice in 2000, and served until December 31, 2015, after reaching the mandatory retirement age for judges in South Carolina. In 2013, she was the first chief justice of the Supreme Court of South Carolina not to run unopposed in the election since the 1800s. Her opponent was Justice Costa Pleciones. She took part in a number of landmark cases. In 2000, she chose to use the internet to organize court records instead of mainframe computers, a first in South Carolina. She served as the President of the Conference of Chief Justices from July 2007 to July 2008.

Life after the Supreme Court of South Carolina
Toal oversaw the court cases involving Santee Cooper following the Nukegate scandal. She was required to sign off Santee Cooper's $520 million settlement with ratepayers. She has also overseen all asbestos-related litigation in South Carolina since leaving the South Carolina Supreme Court. She is the subject of Madam Chief Justice, a collection of essays about Toal which span her career.

In December 2023, it was announced that Toal would take over all matters regarding the high profile conviction of Alex Murdaugh. On January 29, 2024, Toal denied Murdaugh's motion for a new trial.

title: Jean H. Toal


text:
Women and video games

The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.

Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of women from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Efforts to include greater female participation in the medium have addressed the problems of gendered advertising, social stereotyping, and the lack of female video game creators (coders, developers, producers, etc.). The terms "girl gamer" or "gamer girl" have been used as a reappropriated term for female players to describe themselves, but it has also been criticized as counterproductive or offensive.

Demographics of female players
Female participation in gaming is increasing. According to an Entertainment Software Association survey, women players in the United States increased from 40% in 2010 to 48% in 2014. Today, despite the dominant perception that most gamers are men, the ratio of female to male gamers is rather balanced, mirroring the population at large.

In 2008, a Pew Internet & American Life Project study found that among teens, 65% of men and 35% of women describe themselves as daily gamers. This trend was found to be stronger the younger the age group. The study found that while adult men are significantly more likely to play console games than adult women, on other platforms they are equally likely to play. But even in this area, the numbers are moving towards equality: in 2012, Nintendo reported that half of its users were women, and in 2015 another Pew study found that more American women (42%) than men (37%) owned video game consoles. In 2013, Variety reported that female participation increased with age (61% of women and 57% of men aged 45 to 64 played games).

A mid-2015 survey reported by UKIE indicates that 42% of UK gamers are female.

Data collection
In North America, national demographic surveys have been conducted yearly by the U.S. Entertainment Software Association (ESA) since at least 1997, and the Canadian Entertainment Software Association of Canada (ESAC) since 2006. Other organizations including the Australian/New-Zealander Interactive Games & Entertainment Association (IGEA) since 2005 collect and publish demographic data on their constituent populations on a semi-regular basis. In Europe, the regional Interactive Software Federation of Europe (ISFE) and numerous smaller national groups like the Belgian Entertainment Association (BEA), the Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers (NVPI), and the Association for UK Interactive Entertainment (UKIE) have also begun to collect data on female video gamers since 2012. One-off market research studies and culture surveys have been produced by a wide variety of other sources including some segments of the gaming press and other culture writers since the 1980s as well.

Not only has the general female gaming population been tracked, but the spread of this population has been tracked over many facets of gaming. For more than 10 years, groups like the ESA and ESAC have gathered data on the gender of video game purchasers, the percentage of women gamers within certain age brackets, and the average number of years women gamers have been gaming. The ESAC in particular has gone into great depth reporting age-related segmentation of the market between both male and female gamers. Other statistics have been collected from time to time on a wide variety of facets influencing the video game market.

Survey data
ESAC-reported Canadian female to male gamer ratios

{{legend|purple|Video gaming }} IDSA/ESA-reported USA female to male gamer ratios per platform

• {{legend|#1f77b4|Video gaming }}

• {{legend|#ff7f0e|PC gaming}}

• {{legend|#2ca02c|Console gaming}}

• {{legend|#d62728|Online gaming}}

Historical prevalence

 * The author of Pac-Man, Toru Iwatani, attempted to appeal to a wider audience—beyond the typical demographics of young boys and teenagers. His intention was to attract girls to arcades because he found there were very few games that were played by women at the time. Electronic Games reported in 1982 that it was "the first commercial videogame to involve large numbers of women"; the simple gameplay and lack of violence attracted many new players. Of the nine arcade games that How to Win Video Games (1982) discussed, Pac-Man was the only one with women as a majority of players. In response, the sequel Ms. Pac-Man, launched in 1981, featured a female protagonist.
 * The success of Pac-Man led to more women pursuing video game development.
 * In May 1982, sociologist Sidney J. Kaplan reported the composition of arcade video game players to be roughly 80% male and 20% female.
 * In a 1982 survey conducted by Electronic Games, the demographics of female arcade players were broadly similar to their male counterparts. The median age for female arcade players was 26, with a quarter under 16, a quarter between 16–25, 42% between 26–40 and 8% over 40.
 * How to Win Video Games estimated that men were 95% of Defender and 90% of Omega Race players, while women were half the players of Centipede, Donkey Kong, and three other games.
 * In 1983, researcher John W. Trinkaus published findings that there were 8 male players to every 3 female players in video game arcades.
 * In 1983, a Coleco executive stated at the Boston Computer Society that the target audience for the new Adam home computer, based on its ColecoVision console, was "boys age 8 to 16 and their fathers. We believe those are the two groups that really fuel computer purchases". When audience members booed, he added that the marketing strategy was based on consumer research.
 * In 1983, the first computer game specifically written for young girls Jenny of the Prairie was released.
 * In 1988, Epyx CEO Dave Morse stated that California Games was the first game from his company to appeal equally to boys and girls during playtesting.
 * In 1988, Playthings reported that among primary video game users, women represented 21% of all gamers.
 * In 1988, a study by Nintendo reported that 27% of NES players in the United States were female.
 * A 1993 self-reported survey by Computer Gaming World found that 7% of its readers were female.
 * In 1994, a survey by Electronic Games reported that, among American women gamers, the Sega Genesis was most popular, with 75% ownership, followed by the SNES with 58.3% ownership, the Game Boy with 58%, and MS-DOS with 50%.
 * In 1996, Mattel, Inc. released Barbie Fashion Designer, selling over 600,000 copies. The game was considered an important step in advancing an interest in the design of games for women.
 * In 1998, The Boston Globe stated that the video game market for young girls was "exploding" with titles such as The American Girls Premiere.
 * In 2006, Nintendo reported that 44% of Nintendo DS owners were female, with the majority of Nintendogs owners being female.

Self-identification as gamers
While 48% of women in the United States report having played a video game, only 6% identify as gamers, compared to 15% of men who identify as gamers as of 2015. This rises to 9% among women aged 18–29, compared to 33% of men in that age group. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers. In 2012, an EEDAR survey found that nearly 60% of mobile gamers were women and that 63% of these female mobile gamers played online multiplayer mobile games.

Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label. "Girl gamers" or "gamer girls" is a label for women who regularly play games. While some critics have advocated use of the label as a reappropriated term, others have described the term as unhelpful, offensive, and even harmful or misleading. The word "girl", for example, has been seen as an inherently age-linked term that glosses over the difference between women over 30 and younger women. The term "girl gamer" rather than simply "gamer" has also been described as perpetuating the minority position of female gamers. For many critics uncomfortable with the term "girl gamer", its over-embracing may lead to the perpetuation of negative stereotypes of female gamers as oversexualized, casual, and sometimes defiant or confrontational. This in turn can result in poor game design. These critics submit that there is no single definition of a female gamer, and that women gamers are as diverse as any other group of people.

A lack of role models for female gamers contributes to a feeling that they should edit their femininity to maintain credibility as a gamer, and that they must fit into the caricatured role of the "girl gamer" to be accepted. Negative stereotyping of female video game players as "girl gamers often comes from male gamers who have been negatively stereotyped by the broader society. Social stigma against games has influenced some women to distance themselves from the term "gamer", even though they may play regularly.  Parental influence has been theorized to perpetuate some of the stereotypes that female gamers face as boys are bought gifts like an Xbox while girls are bought girl-focused games like Barbie or educational games.

Controversially, some critics such as Simon Parkin have suggested that the term "gamer" is endemic to the stereotypical male audience and has become outmoded by the industry's changing demographics.

Genre preferences
There are differences between the video game genres preferred, on average, by women and men. A 2017 report by the video game analytics company Quantic Foundry, based on surveys of about 270,000 gamers, found varying proportions of male and female players within different game genres. The study didn't attribute the cause of differences in percentages to gender alone, stating a correlation between games less played by women and features that discourage women, such as a lack of female protagonists, required communication with strangers online, or tendency to cause motion sickness. The study also mentioned that, within the same genre, some specific games show a noticeably higher or lower percentage of women than other similar titles. A content analysis report of 571 games released between 1983 and 2014 with playable female characters touches on one of the possible reasons behind a lack of women in certain video game genres; women may choose to avoid certain genres depicting female characters in a negative light, such as oversexualization, in order not to become part of a "self-perpetuating cycle".

The study reported the following proportions of male and female gamers with respect to specific genres:

While male audiences prefer fast-paced, explosive action and combat, women tend to prefer in-game communication and interpersonal relationships (character development and plot dynamics). Women have also been shown to prefer role-playing video games to first-person shooters, and Thomas W. Malone of Stanford University found that girls preferred to play a Hangman video game over a darts simulation that boys enjoyed.

In-game activities may also differ between the sexes in games with less linear plots such as the Grand Theft Auto series. Women are often characterized as preferring story-driven games or constructive games like The Sims or Civilization, but this is not universally true. In 2013, Variety reported that 30% of women were playing more violent games. Of this 30%, 20% played Call of Duty and 15% played Grand Theft Auto. There has been persistent female interest in action-adventure games and MMORPGs like World of Warcraft and Second Life. Compared to men, female MMORPG players tend to place more emphasis on socialization relative to achievement-oriented play. This emphasis on socialization extends beyond just the game itself: In a study published in the Journal of Communication in 2009, researchers found that 61% of female MMORPG players played with a romantic partner, compared to 24% of men.

According to data collected by Quantic Foundry in 2016, the primary motivations why people play video games differ, on average, by gender. While men frequently want most to compete with others and destroy things, women often want most to complete challenges and immerse themselves in other worlds:

While video games and advertising were initially gender-neutral, advertising began to narrow its focus to young boys as a target market following the video game crash of 1983. Although commercial hits such as Myst and The Sims appealed to women, these were nonetheless seen by some as being outside the gaming mainstream. Critic Ian Bogost opined, "We're looking at where there isn't diversity and we're saying those games are the most valid games." Industry studies on the lack of women in gaming have also suffered at times from biases of interpretation. Kevin Kelly of Joystiq has suggested that a high degree of circular reasoning is evident when male developers use focus groups and research numbers to determine what kinds of games girls play. After making a bad game that targets those areas suggested by the marketing research, the game's lack of popularity among both genders is often attributed to the incorrect prejudice that "girls don't play games" rather than the true underlying problems such as poor quality and playability of the game. Whereas market data and research are important to reveal that markets exist, argues Kelly, they shouldn't be the guiding factor in how to make a game that appeals to girls. The argument has also been advanced that emphasis on market research is often skewed by the participants in the study. In studies on male gamers of the baby boomer generation, for example, players displayed a marked aversion to violence. The incorrect conclusion that could be drawn from this result—that men dislike violent games—may also be comparable to incorrect conclusions drawn from some female-oriented gaming studies. It has been suggested that developers can learn what girls want in a game by observing similarities in how different girl teams will react to and modify a game if given the opportunity.

In the past, "girl games" have frequently been created by adapting girl-oriented material in other media like The Baby-sitters Club, Barbie, and Nancy Drew while leaving male-targeted genres such as sport and driving simulators, role-playing games, and first-person shooters to the male audience. This has begun to change, however, with the expansion of entrepreneurial feminism and the concept of "games by girls for girls" that has been embraced by companies such as Her Interactive, Silicon Sisters and Purple Moon—all video gaming start ups that are female owned and largely female staffed. Creating games designed with regard to sociological, psychological, and cognitive research into girls' cultural interests, such companies hope to awaken a female-only market emphasizing fundamental differences between what girls want and what boys want in gaming. The movement to expand the existing market to include women through the development of gender-neutral games has also had a number of advocates. Critics have proposed that female gamers, especially older female gamers prefer gender-neutral games such as Tetris, Where in the World Is Carmen Sandiego?, or the King's Quest games to "girl games".

In examining game play habits at Internet cafés, South Korea has seen a rise in female gamers publicly playing games such as Lineage, while in other Asian countries this kind of public female gaming has remained rare; similarly, games such as Tamagotchi are seen as a gender neutral in Japan, but have been regarded as girls' games in the West. In other cases, female trends in one country may be indicators of associated changes in others, as in the case of a rising number of female Lineage players in Korea having led to increased number of female Lineage players in Taiwan. In Japan the rise of cute culture and its associated marketing has made gaming accessible for girls, and this trend has also carried over to Taiwan and recently China (both countries previously having focused mostly on MMOs and where parents usually place harsher restrictions on daughters than on sons).

Skill levels
An aspect of game design that has been identified as negatively impacting female interest is the degree of expertise with gaming conventions and familiarity with game controls required to play the game. In-game tutorials have been found to bring both sexes into games faster, and new controllers such as Nintendo's Wii Remote, Microsoft's Kinect, and the various rhythm game controllers have affected demographics by making games easier to pick up and provide a better level playing-field. This trend has continued through the efforts of Nintendo in its release of the Wii. Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity. The perceived skill or performance gap between men and women may be fueled by other factors besides gender. In a 2016 study published in the Journal of Computer-Mediated Communication, researchers found that, after controlling for confounds such as the amount of play time and guild membership, women players advance at least as fast as men do in two MMOs, the Western EverQuest II and the Chinese Chevaliers' Romance III.

Male behavior towards female gamers
A 2015 study found that lower-skilled male players of Halo 3 were more hostile towards teammates with a female voice, but behaved more submissively to players with a male voice. Higher-skilled male players, on the other hand, behaved more positively towards female players. The authors argued the male hostility towards female gamers in terms of evolutionary psychology, writing, "female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status". In another study, it was found that female gamers who score lower on the synthesis dimension of feminist identity hold internalized misogyny, while female gamers who score higher are more resistant against it. Though this study pertains only to popular console video games, the results gives a possible reason as to why certain female players may continue playing despite hostile male attitudes in online games.

Women in competitive gaming

The top female players in competitive gaming mainly get exposure in female-only tournaments, including such games as Counter-Strike, Dead or Alive 4, and StarCraft II.

 * Canadian StarCraft II player Sasha Hostyn (Scarlett) first gained notoriety in the open qualifiers of IGN ProLeague 4, where she defeated top-tier Korean players. She is well known for being one of the few non-Korean players who can play at the same skill level as male Korean players.
 * In 2012, Street Fighter x Tekken player Aris Bakhtanians commented on the lack of female players in the community, saying "sexual harassment is part of a culture, and if you remove that from the fighting game community, it's not the fighting game community." He later apologized for his comments.
 * In 2014, organizers for a Hearthstone tournament in Finland were criticized for limiting registrations to male players only. This was due to the tournament being an offline qualifier for the IeSF World Championship, with its Hearthstone tournament open only to male players. The winner of the Finnish qualifier would risk not being eligible to participate in the main event if that player were female. The IeSF organization ultimately removed the male-only restriction from all of their tournaments, and in turn the Finnish qualifier that originally sparked the controversy also removed this restriction.
 * In December 2015, Kayla "Squizzy" Squires became the first female Call of Duty player to turn professional upon qualifying for the Call of Duty World League in the Australian region.
 * League of Legends player Maria "Remilia" Creveling, finished first in the 2015 Challenger Series Summer Split along with her teammates Renegades, which qualified the team for the 2016 North America League Championship Series (NA LCS) Spring Split. She became both the first woman and also the first transgender player to compete professionally in the (NA LCS). She joined Renegades as their support player but decided to step down from the team's starting roster three weeks into the 2016 (NA LCS) Spring Split citing anxiety and self-esteem issues as part of her reasoning behind leaving the team.
 * On March 17, 2016, the esports organization Team Secret entered the CS:GO competitive scene with female player Julia "juliano" Kiran as the in-game leader. They proceeded to win the female tournament at Copenhagen Games 2016.

Women in the video game industry
Women have been part of the video game industry since the 1960s. Mabel Addis of The Sumerian Game (1964) was the first writer of a video game and first female game designer. Carol Shaw is recognized as the first woman to develop a commercially released game, 3-D Tic-Tac-Toe for the Atari 2600 in 1978, though she would gain later fame with her title River Raid in 1983. Other early female pioneers in the field include Dona Bailey who programmed the 1981 arcade game Centipede and its home console versions, and Roberta Williams who cowrote with her husband Ken the adventure game Mystery House for personal computers in 1980, and would later co-found Sierra On-Line.

In 1989, according to Variety, women constituted only 3% of the gaming industry. In 2013, Gary Carr (the creative director of Lionhead Studios) predicted that within the next 5 to 10 years, the games development workforce would be 50% female. According to Gamasutra's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game-designing women had the closest equity, making 96 cents for every dollar men made in the same job. Women in game audio make approximately 90 cents for every dollar that men made, according to GameSoundCon's Audio Industry Survey for 2019, although women in general have 2.4 years less experience than men in audio. However accounting for the experience difference, "the cost of being female [in game audio] is 2.15 years of experience." Women and non-binary people make up approximately 14% of game audio professionals

The following table shows the proportion of women among game developers in several countries in 2005 to 2010.

WIGSIG (Women In Games Special Interest Group)
WIGSIG is a special interest group of IDGA (International Game Developers Association). The group was formed in order to foster a positive impact on the game industry regarding gender balance in the workplace and/or marketplace. It provides a community, resources, and opportunities for people in the gaming industry. It also works to assess the numbers of the women in the games industry and tracks the changes of these numbers over time. Additionally, it works to recruit women into the games industry and make the field more attractive to women while providing them with the support and connections they need to be successful.

Women in Games International
Founded in 2005, Women in Games International (WIGI), made up of both female and male professionals, works to promote the inclusion and advancement of women in the global games industry. WIGI promotes diversity in video game development, publishing, media, education, and workplaces, based on a fundamental belief that increased equality and camaraderie among genders can make global impacts for superior products, more consumer enjoyment, and a stronger gaming industry. Women In Games International stands as strong advocates for issues crucial to the success of women and men in the games industry, including a better work/life balance, healthy working conditions, increased opportunities for success, and resources for career support.

WIGJ (Women In Games Jobs)
WIGJ is a group that works to recruit, preserve, and provide support for the advancement of women in the games industry by positively and energetically endorsing female role models and providing encouragement and information to women interested in working in the gaming field. The group was incorporated under the UK's Companies Act 2006 on June 2, 2011, as a "not for profit" or Community Interest Company. Companies in the game development industry have, in recent years, been seeking to balance the gender ratios on development teams, and consoles like the Wii and Nintendo DS have seen increased numbers of female players. In addition to using this growing interest in women in the game-developing industry, WIGJ works to put more women in traditional game development with less stigma attached to them. WIGJ seeks to help women find their place within the growing and rewarding field of game development.

Treatment of women in the industry
Women had generally always been a minority demographic of the video game development community and work in a male-dominated culture; as of 2021, while women make up at least half of all video game players, they represent only about 25% of all developers.

In the early days of video game history among the 1970s and 1980s, due to the more casual nature of relationships between genders due to the Sexual Revolution, many stories had emerged from companies like Atari, Inc. where female employees were treated more as sexual objects than fellow employees. Notable, Atari's founder Nolan Bushnell had been nominated for a Pioneer Award for the 2019 Game Developers Choice Awards, but several advocates came forward to denounce this, given the stories of the sexist atmosphere Bushnell had promoted at Atari. While Bushnell accepted to decline the award and apologized to anyone he may have offended in the past, other former female Atari employees stepped forward to defend Bushnell, stating that they all voluntarily participating in that workplace culture, though acknowledging its acceptability had long since passed.

The 2014 Gamergate controversy brought to light how a minority of gamers perceived female developers, with extended harassment and threats made against several female developers and those that supported them under the guise of "ethics in video games journalism". Coming near the onset of the larger Me Too movement in the 2010s, the Gamergate controversy was seen as a potential prelude to the industry experiencing its own Me Too moment as to come to recognize the hostility that women in the industry often faced. However, by 2018, as recognized by Keza MacDonald of The Guardian, "The video games industry has not yet had its #MeToo moment."

While some individual stories of specific developers being accused of sexual misconduct against female coworkers occurred from 2014 to 2018, the industry saw its first major wide-scale incident occur later in 2018. Riot Games came under review after a Kotaku report that year, based on interviews with a few dozen current and former female employees, that there was a culture of sexism at the company. The investigation led to a class-action lawsuit filed by the employees against Riot, which was eventually settled out of court for US$10 million. A separate investigation by California's Department of Fair Employment and Housing (DFEH) found that there was more issues at Riot than previously disclosed, and challenged the settlement arguing that the employees were due a larger compensation for Riot's past behavior as much as US$400 million. The class withdrew from the prior settlement and as of February 2021 are continuing to seek legal action against Riot.

The situation at Riot subsequently led to a scenario in August 2019 when several female and non-binary developers separately stepped forward to accuse coworkers and others in the industry of sexual misconduct. The number of accusations was considered a first major turning point of the industry having to deal with long-standing problems of how women were treated by the industry.

In early 2020, several Ubisoft employees accused numerous executives of sexual misconduct and that the company's human resources department did little to respond to internal complaints. Internal reviews of these complaints led to the dismissal of several executives and managing studio directors over 2020 and a commitment by the company to better heed these issues, though the company was still sued by a French labor union group in 2021 as they had found very little had changed within the company as a result of the complaints and subsequent changes.

Activision Blizzard also came under scrutiny by the California DFEH in July 2021, where they filed a legal complaint against the company based on a two-year investigation for maintaining a "frat boy" culture that promoted sexual misconduct against female employees within the company and discouraging promotions of women. Initial responses to the DFEH by current management appeared to dismiss the concerns of the lawsuit, leading to both employees within the company demanding that management treat the complaints as valid, as well as contempt by outside groups against Activision and Blizzard products.

Despite the incidents with Riot and Ubisoft, these had not yet had a larger effect on the industry as of 2021, and generally were dismissed by the larger media, in contrast to stories of sexual misconduct that occurred in film or television in earlier Me Too events. These companies had some turbulent months as these suits or incidents were brought forward but otherwise appeared to try to cover up the situation and return to the status quo as quickly as possible.

Women in video game streaming
The relationship between women and video game live streaming has been characterized by various dynamics. With the increasing popularity of streaming platforms such as YouTube and Twitch, female gamers have become more prevalent in this space. Research suggests that women make up 52% of the gaming population, yet they may still be less visible within the dominant gaming culture, possibly due to prevailing stereotypes linking gaming with masculinity.

Gender disparity
Critics attribute the seeming lack of female interest in video games to the negative portrayal of women in video games and to misogynistic attitudes common among professional and hardcore gamers. A 2012 Twitter discussion among women working in games, collated under the hashtag #1reasonwhy, argued that sexist practices such as the over-sexualization of female characters, disinterest in topics that matter to women, as well as workplace harassment and unequal pay for men and women were common in the games industry.

Regarding elements of game design, areas such as gameplay, mechanics, and similar features have been described as gender neutral; however, presentational aspects of games have been identified as strongly gender-linked. Specifically, gaming is often seen as fantasy and escapism in which empathy and identification with the character is much more easily achieved if the character shares the same gender as the player. Gamers of both genders tend to crave realism and the more realistic the gender of the character, the easier it is for a player to identify with the character. A 2009 academic study published in New Media & Society, however, found that 85% of playable characters in video games are male. Erin Hamilton argues that part of the problem comes from the difficulty in "juxtaposing femininity and feminism in a good video game." When female characters do appear in video games, they are regarded by some as presenting unhealthy messages concerning unrealistic body images and provocative sexual and violent behaviors for players of both genders. Stereotypical female behaviors such as giggling or sighing are often presented non-ironically, and this might lead young children (especially girls who identify with the female character) to think that this is how girls are supposed to look and act. Furthermore, over-sexualized depictions of scantily clad female video game characters such as Tomb Raider's Lara Croft are not appealing to some girls. However, female players still composed 40% of early Tomb Raider players, and some enjoyed seeing a "beautiful woman who was so powerful and in control."

Although some of the population of male gamers have been the source of harassment towards female gamers and over-sexualization of the characters, many men in the gaming industry agree that there is a problem with female over-sexualization in gaming. There are also male gamers who argue that some of the sexualization of women in video games also applies to men in video games and that portraying a man or woman in a video game in a sexual way can be acceptable if done in the right context. Perceptions about stereotypes concerning gamers themselves also vary among genders, as well as playing frequency of game genres. A study in the Journal of Broadcasting & Electronic Media said that women who play a lot of video games disagree more with stereotypes concerning gender in gaming and are more strongly drawn towards specific gaming genres than men, regardless of the men's gaming frequency.

Effects
The concept that video games are a form of art has begun to gain force in the latter half of the 2000s, with the U.S. National Endowment for the Arts recognizing games as a form of art in May 2011, for example. In viewing video games as cultural artifacts and the industry as a cultural industry, the disenfranchisement of women from the medium is regarded as negatively impacting the female voice in the industry and the woman's capacity to take part in the cultural dialogue that gaming inspires. From an education perspective, certain gaming genres particularly lacking in female players such as the first-person shooter game have been shown to increase spatial skills thereby giving advantages to players of the games that are currently skewed along gender lines. Video games have also been determined to provide an easy lead-in to computer literacy for children, and correlations have been drawn between male video gaming and the predominance of male workers within the computer industry. With the increasing importance of tech jobs in the 21st century and the increased role of online networking, the lack of female video game players suggests a loss of future career opportunities for women.

Video games have also been used in academic settings to help develop the confidence of young girls in expressing their individual voices online and in their real lives. Video games that promote creative thinking and multiplayer interactions (e.g., Minecraft) have helped young girls to communicate sense of authority and confidence in their social and academic lives.

Responses
The majority of the people who work on game development teams are men. Researchers have identified that one of the best ways to increase the percentage of female players comes from the aspect of authorship (either in-game as with Neopets and Whyville, or indirectly as with the Harry Potter series' inclusion of Hermione as a playable character subsequent to fan requests). The solution to the problem of societal pigeonholing of female gamers is often identified as interventionist work such as the insertion of women into the industry. Groups like WomenGamers.com and Sony's G.I.R.L. have sought to increase female gamer demographics by giving scholarships to girls considering getting into game development, and game developers like Check Six Games, Her Interactive, Silicon Sisters and Purple Moon have openly courted female coders and developers.

In addressing the future of the medium, many researchers have argued for the improvement of the gaming industry to appeal to a more general gender-neutral audience and others have suggested that the appeal should be directed to women in particular. One of the earliest attempts to broaden the market to include women could be seen in Sega's use of the increased number of female protagonists in fighting games. Other examples of this include games like Mass Effect 3, Remember Me, and the Last of Us, which include a female option for the main character. The decision to use strong female characters in important roles, however, is often met with skepticism by marketers concerned with sales. Examination of IGN's "Big Games at E3 2012" and "Big Games at E3 2013" shows growth of the female protagonist in video games, rising 4% from 2012 to 2013. Other efforts outside of making games with female characters have also started to occur. One example is that Women in Games International has teamed up with the Girl Scouts of Greater Los Angeles in order to create a video game patch, which the two organizations hope will encourage Girl Scouts to develop an interest in science, technology, engineering, and math. Activism and specifically female-targeted LAN parties in Scandinavia have helped boost female game playing.

Women in Esports
Gaming has long been seen as a male-dominated hobby. However, 2021 research done by the Entertainment Software Association found that 45% of American gamers are female. There are now a number of professional esports leagues and tournaments that feature female gamers. Some of the most popular esports leagues and tournaments that feature female gamers include:

 * The International is an annual Dota 2 tournament that is considered to be the most prestigious esports tournament in the world. In 2019, the tournament featured a female-only team, which was the first time that a female-only team had competed in the tournament.
 * The Overwatch League is a professional Overwatch league that features teams from all over the world. In 2020, the league announced that it would be creating a female-only league, which is set to launch in 2023.
 * The Call of Duty League is a professional Call of Duty league that features teams from all over the world. In 2021, the league announced that it would be creating a female-only league, which is set to launch in 2022.

title: Women and video games


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Shahdadpur

Shahdadpur (شهدادپور) is a city, located in Sanghar District, Sindh, Pakistan.

It is associated with a number of Islamic scholars and Sindhi poets including Allama Asad Raza Ul Hussaini by the title of Kahteb e Musaferah Sham and poet of sindh Muhammad Dawood Bhutto "Daadan" and Shah Abdul Latif Bhittai, whose shrine is about 10 km from Shahdadpur in Bhit Shah.

History
According to N.A. Baloch, the former vice-chancellor of Sindh University, Mir Shahdad Khan, son of Rasheed Khan, founded Shahdadpur with the help of the Leghari administrators during 1125-1128 AH (1713-1715) as the capital of upper Sindh. In 1116 AH (1704 AD), the younger Khan was referred to as Riffat Panah, which means "His Eminence". Mir Shahdad Khan had barren lands cultivated, and provided security for its people by reducing crime. He established a system for sharing produce between owners and farmers. He had aging canals and waterways renovated and extended, and dug new canals that helped establish the settlement.

Legend of Sohni Mehar
It is believed that originally they used to belong near Shahdadpur and their story became popular and poets of Punjab used to sing this in their poems. Thus they made their own version of the folk tale sohni mehar, near shahdadpur there are many places which are associated with their names.

City and people
Ethnicities in Shahdadpur include, Chachar, Keerio, Jam, Jakhro, Rajput, Soomro, Memon, Qureshi, Marwari, Agha Pathan, Kaloi Baloch, Guryani Pathan, Noonari, Bhanbhro, Subhopoto Gujjar, Mallaah, Siddiqui, Kazi, Siyal, Solangi, Baloch, Bugti, Bhatti, Bhutto, Mughal, Mirza, Unar, Bughio, Kashmiri, Rind, Leghari, Khaskheli, Chohan, Nizamani, Talpur, Wassan, Abbasi, Chandio, Dal, Sand, Lakha, Uttwani, Jablu Abra, Jablu's Detha, Khosa, Surhia, Sarhandi Pir, Sindhi, Satti, Dahri, Jamali, Brohi, Magsi, Arain, Panhwar, Buriro, Yousafzai, Lashari, Syed, Khaledi, Pir, Malik, Joyo, Zardari, Punjabi, Uttwani's hindu peoples and many Sindhi, Alakh Cotton Industries, and Punjabis communities.

Among the people living in the city, 70 per cent are native Sindhi speakers; 20 per cent speak Urdu, and the other 10 per cent speak a different language. A significant number of Punjabi speakers also live in nearby villages. Although most of the inhabitants are Muslims, 30 per cent are Hindus and 5 per cent are Christians. According to the Census of 2017, the population of this city is 99,667. This is the second most populous city of Sangher District.

title: Shahdadpur


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Larry Lee (musician)

Lawrence H. "Larry" Lee, Jr. (March 7, 1943 – October 30, 2007) was an American guitarist and singer-songwriter from Memphis, Tennessee, best known for his work with Al Green and Jimi Hendrix.

Gypsy Sun and Rainbows
Lee was an old friend of Jimi Hendrix and Billy Cox. They had all played together in various R&B acts, and in 1969 Lee joined Hendrix's band Gypsy Sun and Rainbows as rhythm guitarist, occasionally playing alternating lead. The newly formed band was hired to play the Woodstock Music Festival for which Hendrix had been previously booked to play with the Jimi Hendrix Experience. Lee had been back from the Vietnam War for only two weeks, was unemployed when Hendrix called him, and joined Gypsy Sun and Rainbows only a week before the Woodstock concert.

At the concert Hendrix and Lee both wore white outfits, and Lee wore a distinctive green bandana that had long tassels hanging over his eyes, which at the time he thought was a statement of originality. Lee played a 1955 Gibson Les Paul Custom guitar and sang his own composition "Master Mind" as well as two Impressions numbers sung as a medley - "Gypsy Woman" and "Aware of Love", with Hendrix playing Curtis Mayfield style back up. Lee also took several solos and played some alternating lead ("weaving") with Hendrix. Although all the songs he sang lead on at Woodstock were recorded, the Hendrix estate owns the rights to them and has thus far prohibited their release.

After Woodstock, Gypsy Sun and Rainbows then played at the Harlem "United Block" benefit and at the small "Salvation" club in Greenwich Village to a mixed reception. Lee then left the band and returned to his hometown Memphis, later stating that Hendrix was under heavy pressure from his management to return to the three-piece format of the Jimi Hendrix Experience, and he felt his departure would take some of the heat off Hendrix.

Al Green years
During the 1970s, Lee acted as the band director and lead guitarist for Al Green's touring band. He appeared on The Tonight Show Starring Johnny Carson and television specials around the world with Green. Lee also was a songwriter and wrote for Stax Records early recording artists, the Astors. "Judy", a song he wrote during his days playing with Hendrix in Nashville was covered by Al Green and the Spidells. Lee briefly traveled with blues great Albert King. He said King fired him because his playing overshadowed King's.

In the 1980s and 90s, Lee teamed with his friend, El Espada, Timothy Lee Matthews, and they collaborated on Matthews' CD Songs for the Greats. Matthews, co-writer of the classic blues song "Breaking Up Somebody's Home", called Lee the consummate sideman. Lee's distinctive complementary rhythm and lead style can be heard on nine of the eleven songs on Matthews' CD.

Larry Lee lived in Memphis, Tennessee and played in the regional rock/blues/R&B outfit Elmo and the Shades. Lee was a member of Elmo and the Shades for eight years. The band enjoyed much popularity during this time playing nightclubs, casinos, parties, and occasional blues festivals throughout Memphis and the Mid-South. Lee is featured on three cuts on the 2009 CD by Elmo and The Shades, Blue Memphis. They are "Same Old Dog", "I Get the Blues for Free", and the title cut "Blue Memphis". Lee took his leave from the group in August 2006 as his battle with cancer left him too weak to perform.

Lee also joined in with Mike Strickland and the Usual Unusual Clowns at random intervals.

Death
Larry Lee died in Memphis, Tennessee, on October 29, 2007, after a year battling stomach cancer, and was buried at 11 a.m. on November 6 in West Tennessee Veterans Cemetery. He left wife Carrie Lee, daughter April D. Lee and three sons - Lawrence H. Lee III, Robert A. Lee, and Thomas Lee. He was also survived by his mother, Lula Lee, and five grandchildren.

Selective discography

 * with Jimi Hendrix
 * Nine to the Universe (1980)
 * Woodstock (1994)
 * Live at Woodstock (1999)

 * with Al Green
 * I'll Rise Again (1983)

with Timothy Lee Matthews
 * Songs For The Greats (1998) ft. on track 4 "What Did She Say"

with Elmo and the Shades
 * Blue Memphis (2009)

title: Larry Lee (musician)


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Chris Rob

Chris Rob, born Christopher Robinson, is an American musician, originally from Chicago, who currently resides in Brooklyn, New York. Rob, the younger brother of actor-comedian Craig Robinson, attended Roosevelt University in Chicago and earned a degree in music.

Early life
Rob was born and raised in the South Side of Chicago. Through the early influence of his mother, a classical concert pianist and musical educator, Rob developed into a multi-instrumentalist playing the piano, electric piano, organ, drums, guitar, and bass guitar. Rob credits his mother, older brother Craig Robinson, and artists such as, Herbie Hancock, Nina Simone, Daryl Coley, Steely Dan, and DJ Premier as significant influences of his musical framework.

Career
Rob performed as the opening act at a pre-Grammy brunch sponsored by attorney Londell McMillan and the Artist Empowerment Coalition; and was also featured on both the ASCAP and BMI showcases in lower Manhattan. While on tour as the keyboardist and backup vocalist, he also took on the position of musical director for John Legend's 'Get Lifted' Tour.

Chris Rob also performed with Stevie Wonder in Washington D.C. for President Barack Obama's inauguration festivities. In addition to his own solo shows, Rob directs the stage for classic hip hop artists including Pete Rock & CL Smooth, Black Moon, Talib Kweli, and The Real Live Show. He collaborates heavily with producers like DJ Spinna and Devo Springsteen. Rob toured with Atlantic Records' artist Laura Izibor as well as his own older brother, actor/comedian Craig Robinson (NBC's "The Office").

He has also opened for or played with Prince & the New Power Generation, Elton John, Snoop Dogg, John Mayer, Ashford & Simpson, Jill Scott, The Roots, The Black Eyed Peas, Alicia Keys, Barry Manilow, Roberta Flack, Common, Meshell Ndegeocello, Cee-Lo Green, Anthony Hamilton, and Patti Austin.

His television appearances include The Grammy Awards, "Oprah", "The Tonight Show with Jay Leno", "The Office", "Late Night with Conan O'Brien", "The Ellen DeGeneres Show", "Jimmy Kimmel Live!", The Soul Train Awards, "Entertainment Tonight", "Raymond is Laat" (Amsterdam), "Top of the Pops" (Amsterdam, London), and Jules Holland (London). Rob has released four studio albums and his latest single No Doubt was released in June 2018.

title: Chris Rob


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CJXY-FM

CJXY-FM is a Canadian radio station, broadcasting at 107.9 FM and serving the Hamilton, Ontario market, licensed to the suburb of Burlington. The station broadcasts an alternative-leaning active rock format as Y108. CJXY's studios are located on Main Street West (next to Highway 403) in Hamilton, while its transmitter is located atop the Niagara Escarpment near Burlington.

History
The station was originally launched in 1948 as 94.1 CHML-FM, a simulcast of AM station CHML. The simulcast was subsequently dropped in the 1950s, leaving the station silent. The owners relaunched the FM signal on 95.3 in 1964, with distinct programming from its AM sister station. In 1967, the station adopted the new callsign CKDS-FM, in honour of company founder Kenneth D. Soble, who had died in 1966.

In 1974, CHML and CKDS-FM were purchased by ML Radio, a division of what was to become Western International Communications. On September 1, 1991, CKDS-FM dropped its long-time adult contemporary/easy listening format, and adopted the CJXY callsign and a classic rock format as Y95.

In 2000, CHML and CJXY were acquired by Corus Entertainment. On August 31, 2001, CJXY swapped frequencies with Corus' CING-FM, taking over CING's former 107.9 frequency; at the same time, it changed its moniker to the current Y108.

title: CJXY-FM