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Cookie Clicker
''Cookie Clicker'' is an incremental game created by French programmer Julien "Orteil" Thiennot in 2013. The user initially clicks on a big cookie on the screen, earning a single cookie per click. They can then spend their earned cookies upon purchasing assets such as "cursors" and other "buildings" that automatically produce cookies. Upgrades are also available and can improve the efficiency of clicks and buildings, among many other mechanics that allow the user to earn cookies in different ways. Though the game has no ending, it has hundreds of achievements, and users may aim to reach milestone numbers of cookies. The game has a dedicated fanbase. Though the original version was coded in one night, ''Cookie Clicker'' is regularly updated. It has been widely described as addictive, and has been credited with playing a role in the emergence of idle gaming. Gameplay At first, the player clicks on a large cookie on the far left side of the screen, earning one cookie per click. W ...
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Steam (service)
Steam is a Digital distribution of video games, video game digital distribution service and storefront by Valve Corporation, Valve. It was launched as a software client in September 2003 as a way for Valve to provide automatic updates for their games, and expanded to distributing and offering third-party Video game publisher, game publishers' titles in late 2005. Steam offers various features, like digital rights management (DRM), Matchmaking (video games), game server matchmaking, Valve Anti-Cheat, anti-cheat measures, social networking service, social networking and video game live streaming, game streaming services. It provides the user with automatic game updating, saved game cloud synchronization, and community features such as friends messaging, in-game chat and a community market. Valve released a freely available application programming interface (API) called Steamworks in 2008, which developers can use to integrate Steam's functions into their products, including in-gam ...
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Hachette (publisher)
Hachette () is a French publisher. Founded in 1826 by Louis Hachette as Brédif, the company later became L. Hachette et Compagnie, Librairie Hachette, Hachette SA and Hachette Livre in France. After acquiring an Australian publisher, Hachette Australia was created; in the UK it became Hachette UK, and its expansion into the United States became Hachette Book Group USA. History France It was founded in 1826 by Louis Hachette as Brédif, a bookshop and publishing company. It became L. Hachette et Compagnie on 1 January 1846, Librairie Hachette in 1919, and Hachette SA in 1977. It was acquired by the Lagardère Group in 1981. In 1992, the publishing assets of Hachette SA were grouped into a subsidiary called Hachette Livre (), the flagship imprint of Lagardère Publishing. Hachette has its headquarters in the 15th arrondissement of Paris. In 1996, it merged with the Hatier group. In 2004, Hachette acquired dictionary publisher Éditions Larousse. International expansion In 2002 ...
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Boing Boing
''Boing Boing'' is a website, first established as a zine in 1988, later becoming a group blog. Common topics and themes include technology, futurism, science fiction, gadgets, intellectual property, Disney, and left-wing politics. It twice won the Bloggies for Weblog of the Year, in 2004 and 2005. The editors are Mark Frauenfelder, David Pescovitz, Carla Sinclair, and Rob Beschizza, and the publisher is Jason Weisberger. One report named ''Boing Boing'' as the most popular blog in the world until 2006, when Chinese-language blogs became popular, and it remained among the most widely linked and cited blogs into the 2010s. History ''Boing Boing'' (originally ''bOING bOING'') started as a zine in 1988 by married duo Mark Frauenfelder and Carla Sinclair. Issues were subtitled ''"The World's Greatest Neurozine"''. Associate editors included Gareth Branwyn, Jon Lebkowsky, Paco Nathan, and David Pescovitz. Along with ''Mondo 2000'', ''Boing Boing'' was an influence in the development ...
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Collective Consciousness
Collective consciousness, collective conscience, or collective conscious (french: conscience collective) is the set of shared beliefs, ideas, and moral attitudes which operate as a unifying force within society.''Collins Dictionary of Sociology'', p93. In general, it does not refer to the specifically moral conscience, but to a shared understanding of social norms. The modern concept of what can be considered collective consciousness includes Solidarity (sociology), solidarity attitudes, memes, extreme behaviors like group-think and herd behavior, and collectively shared experiences during collective rituals and dance parties. Rather than existing as separate individuals, people come together as dynamic groups to share resources and knowledge. It has also developed as a way of describing how an entire community comes together to share similar values. This has also been termed "hive mind", "Collective intelligence, group mind", "mass mind", and "social mind". Historical use of ...
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Apocalypse
Apocalypse () is a literary genre in which a supernatural being reveals cosmic mysteries or the future to a human intermediary. The means of mediation include dreams, visions and heavenly journeys, and they typically feature symbolic imagery drawn from the Hebrew Bible, cosmological and (pessimistic) historical surveys, the division of time into periods, esoteric numerology, and claims of ecstasy and inspiration. Almost all are written under pseudonyms (false names), claiming as author a venerated hero from previous centuries, as with Book of Daniel, composed during the 2nd century BCE but bearing the name of the legendary Daniel. Eschatology, from Greek ''eschatos'', last, concerns expectations of the end of the present age, and apocalyptic eschatology is the application of the apocalyptic world-view to the end of the world, when God will punish the wicked and reward the faithful. An apocalypse will often contain much eschatological material, but need not: the baptism of J ...
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Cosmic Horror
Lovecraftian horror, sometimes used interchangeably with "cosmic horror", is a subgenre of horror fiction and weird fiction that emphasizes the horror of the unknowable and incomprehensible more than gore or other elements of shock. It is named after American author H. P. Lovecraft (1890–1937). His work emphasizes themes of cosmic dread, forbidden and dangerous knowledge, madness, non-human influences on humanity, religion and superstition, fate and inevitability, and the risks associated with scientific discoveries, which are now associated with Lovecraftian horror as a subgenre. The cosmic themes of Lovecraftian horror can also be found in other media, notably horror films, horror games, and comics. Origin American author H. P. Lovecraft refined this style of storytelling into his own mythos that involved a set of supernatural, pre-human, and extraterrestrial elements. His work was influenced by authors such as Edgar Allan Poe, Algernon Blackwood, Ambrose Bierce, Arthu ...
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Dystopia
A dystopia (from Ancient Greek δυσ- "bad, hard" and τόπος "place"; alternatively cacotopiaCacotopia (from κακός ''kakos'' "bad") was the term used by Jeremy Bentham in his 1818 Plan of Parliamentary Reform (Works, vol. 3, p. 493). or simply anti-utopia) is a speculated community or society that is undesirable or frightening. It is often treated as an Opposite (semantics), antonym of ''utopia'', a term that was coined by Sir Thomas More and figures as the title of his best known work, published in 1516, which created a blueprint for an ideal society with minimal crime, violence and poverty. The relationship between utopia and dystopia is in actuality not one simple opposition, as many utopian elements and components are found in dystopias as well, and ''vice versa''. Dystopias are often characterized by rampant fear or distress , tyrannical governments, environmental disaster, or other characteristics associated with a cataclysmic decline in society. Distinct th ...
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Dark Humour
Black comedy, also known as dark comedy, morbid humor, or gallows humor, is a style of comedy that makes light of subject matter that is generally considered taboo, particularly subjects that are normally considered serious or painful to discuss. Writers and comedians often use it as a tool for exploring vulgar issues by provoking discomfort, serious thought, and amusement for their audience. Thus, in fiction, for example, the term ''black comedy'' can also refer to a genre in which dark humor is a core component. Popular themes of the genre include death, crime, poverty, suicide, war, violence, terrorism, discrimination, disease, racism, sexism, and human sexuality. Black comedy differs from both blue comedy—which focuses more on crude topics such as nudity, sex, and Body fluids—and from straightforward obscenity. Whereas the term ''black comedy'' is a relatively broad term covering humor relating to many serious subjects, ''gallows humor'' tends to be used more specificall ...
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Polygon (website)
''Polygon'' is an American entertainment website that publishes blogs, reviews, guides, videos, and news primarily covering video games, as well as movies, comics, television and books. At its October 2012 launch as Vox Media's third property, ''Polygon'' sought to distinguish itself from competitors by focusing on the stories of the people behind the games instead of the games themselves. It also produced long-form magazine-style feature articles, invested in video content, and chose to let their review scores be updated as the game changed. The site was built over the course of ten months, and its 16-person founding staff included the editors-in-chief of the gaming sites ''Joystiq'', '' Kotaku'' and '' The Escapist''. Its design was built to HTML5 responsive standards with a pink color scheme, and its advertisements focused on direct sponsorship of specific kinds of content. Vox Media produced a documentary series on the founding of the site. History The gaming blog ''Poly ...
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FarmVille
''FarmVille'' is a series of agriculture-simulation social network game developed and published by Zynga in 2009. It is similar to ''Happy Farm'' and ''Farm Town''. Its gameplay involves various aspects of farmland management, such as plowing land, planting, growing, and harvesting crops, harvesting trees and raising livestock. The sequels ''FarmVille 2'' and ''FarmVille 3'' were released in September 2012 and November 2021. The game was available as an Adobe Flash application via the social networking website Facebook and Microsoft's MSN Games. It was previously available as a mobile app for the iPhone, iPod Touch, and iPad for a brief period in 2010. The game was free-to-play; however, to progress quickly within the game, players are encouraged to spend ''Farm Cash'' (in ''FarmVille'') or ''Farm Bucks'' (in ''FarmVille 2''), which are purchasable with real-world currency. ''FarmVille'' was thus one of the first major freemium games. After launching on Facebook in 2009, ...
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Artix Entertainment
Artix Entertainment, LLC is an independent video game developer and publisher founded by Adam Bohn in October 2002. It is best known for creating browser-based role-playing video games—including ''AdventureQuest'', ''DragonFable'', '' MechQuest'', and ''AdventureQuest Worlds''—using Adobe Flash. The company released its first title for iOS and Android devices in March 2011 and is developing its first 3D game, '' AdventureQuest 3D'', with the Unity game engine. Games ''AdventureQuest'' ''AdventureQuest'' is Artix Entertainment's first project released in October 2002. It was meant to be called "Land Of Rising Evil" (Lore). It is also referred to as ''AdventureQuest Classic'' and ''The Original AdventureQuest''. The game is also called Battleon due to its domain name. The game is set in the fictional world of "Lore", a tongue-in-cheek reference to the original game name, Lands of Rising Evil. While it is free to play, players may upgrade their characters to become AdventureQ ...
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Ian Bogost
Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and the McKelvey School of Engineering. He previously held a joint professorship in the School of Literature, Media, and Communication and in Interactive Computing in the College of Computing at the Georgia Institute of Technology, where he was the Ivan Allen College of Liberal Arts Distinguished Chair in Media Studies. He is the author of ''Alien Phenomenology or What It's Like to be a Thing'' and ''Unit Operations: An Approach to Videogame Criticism'' and ''Persuasive Games: The Expressive Power of Videogames'' and the co-author of '' Racing the Beam: The Atari Video Computer System'' and ''Newsgames: Journalism at Play''. His Atari 2600 game, ''A Slow Year'', won two awards, Vanguard and Virtuoso, at IndieCade 2010. Bogost has released ma ...
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