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Banned books are books or other printed works such as essays or plays which have been prohibited by law, or to which free access has been restricted by other means. The practice of banning books is a form of censorship , from political, legal, religious, moral, or commercial motives.
Ubisoft Connect (formerly Ubisoft Game Launcher and later Uplay) is a digital distribution, digital rights management, multiplayer and communications service developed by Massive Entertainment to provide an experience similar to the achievements/trophies offered by various other game companies. The service is provided across various platforms.
The following articles contain lists of prohibited books: Index Librorum Prohibitorum. List of authors and works on the Index Librorum Prohibitorum; List of books banned by governments. Book censorship in Canada; Book censorship in China; List of books banned in India; Book censorship in Iran; List of authors banned in Nazi Germany
It's Banned Books Week, an annual effort by the American Library Association to raise awareness about censorship.. Each year, the ALA creates a top 10 list of the most challenged books filed by ...
Since 2001, the American Library Association has posted the top ten most frequently challenged books per year on their website. [4] Using the Radcliffe Publishing Course Top 100 Novels of the 20th Century, ALA has also noted banned and challenged classics. [5] The ALA does not claim comprehensiveness in recording challenges.
PEN America, a free speech advocacy group, found that book bans nearly tripled during the 2023-2024 academic year with over 10,000 books banned in public schools.
Ubisoft Connect, formerly Uplay, is a digital distribution, digital rights management, multiplayer and communications service for PC created by Ubisoft. First launched alongside Assassin's Creed II as a rewards program to earn points towards in-game content for completing achievements within Ubisoft, it expanded into a desktop client and ...
As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...