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$21.1 Billion Smart Ticketing Markets, 2027: Component (Hardware, Software and Services), Application (Parking & Transportation and Sports &…

DUBLIN--(BUSINESS WIRE)--The "Global Smart Ticketing Market By Component (Hardware, Software and Services), By Application (Parking & Transportation and Sports & Entertainment), By Regional Outlook, Industry Analysis Report and Forecast, 2021 - 2027" report has been added to ResearchAndMarkets.com's offering.

The Global Smart Ticketing Market size is expected to reach $21.1 billion by 2027, rising at a market growth of 15.6% CAGR during the forecast period.

The smart ticketing system refers to a system that helps in securely saving tickets in electronic format in a microchip. A smart card refers to a pepper card in which the microchip is integrated.

Protection from fraud, offering passengers credit or pre-loaded ride travels in case of an advance journey, cut down, or eliminate long queues are some of the prime benefits of smart ticketing systems. By deploying smart ticketing systems, operators and sellers can offer their customized or personalized tickets based on the needs of different people and fulfill their specific needs.

The transportation industry is highly adopting the smart ticketing system. Effective application of a broad array of smart technology is expected to boost the growth of the smart ticket market.

Moreover, the growth of the market is expected to witness bright prospects due to the factors like growing application of the technology in the tourism and travel industry and applications of systems that are easily manageable by users and can be accessed and easily utilized by people belonging to every age group.

However, the growth of the market is inhibited by the high price of installation and a centralized operating unit for smooth functioning of smart ticketing systems to operate efficiently. In addition to it, various governments around the world are deploying measures like demonetization and supporting cashless transactions. This factor creates many profitable growth opportunities for the global smart ticketing market during the forecast period.

COVID-19 Impact

The global pandemic has wreaked havoc in Europe; thereby the region becomes the most vulnerable due to the pandemic. As Italy grappled with the increasing number of COVID-19 deaths in the country, other nations across Europe deployed stringent measures including stay-at-home.

The transportation sector has been hit hard by the pandemic due to the imposition of various stringent restrictions, thereby putting a huge financial burden on the sector. With the relaxation of lockdown restrictions and resumption of businesses, the public transport riders began the operations for people from essential industries like the food supply chain and healthcare.

In addition to it, they had to adopt stringent physical distancing, thus the occupancy in buses and rails was quite low. Even with the relaxation in a greater number of norms, restricted transport services were allowed in various countries.

Component Outlook

Based on Component, the market is segmented into Hardware, Software and Services. The service segment is expected to exhibit the maximum growth rate during the forecast period. Some of the drivers for the growth of this segment are growing digitalization in ticketing services to offer an improved travel experience to passengers. Ticketing as a Service (TaaS) estimates the genuine fare and enables passengers to travel across multi-modal transport systems effectively.

Application Outlook

Based on Application, the market is segmented into Parking & Transportation and Sports & Entertainment. Parking & Transportation Type is further bifurcated across Roadways, Railways and Airways & Others. There is a broad application of smart ticketing solutions in transport networks that enable travelers to buy, store, and confirm transport tickers with the help of their contactless debit cards or credit cards. Higher customer satisfaction, cost savings, and business intelligence are some of the major advantages of ticketing solutions. This, as a result, is expected to boost the adoption of smart ticketing solutions specifically in the transportation industry.

The major strategies followed by the market participants are Partnerships. Based on the Analysis presented in the Cardinal matrix; Siemens AG is the major forerunner in the Smart Ticketing Market. Companies such as Hitachi, Ltd., IDEMIA SAS, Assa Abloy AB, Confidex Ltd., and NXP Semiconductors N.V. are some of the key innovators in the market.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Siemens AG, Thales Group S.A., NXP Semiconductors N.V., Infineon Technologies AG, Hitachi, Ltd., IDEMIA SAS (Advent International, Inc.), Assa Abloy AB, Giesecke & Devrient GmbH, Atsuke, and Confidex Ltd.

Key Topics Covered:

Chapter 1. Market Scope & Methodology

1.1 Market Definition

1.2 Objectives

1.3 Market Scope

1.4 Segmentation

1.5 Methodology for the research

Chapter 2. Market Overview

2.1 Introduction

2.1.1 Overview

2.1.2 Market Composition and Scenario

2.2 Key Factors Impacting the Market

Chapter 3. Competition Analysis - Global

3.1 Cardinal Matrix

3.2 Recent Industry Wide Strategic Developments

3.2.1 Partnerships, Collaborations and Agreements

3.2.2 Product Launches and Product Expansions

3.2.3 Acquisition and Mergers

3.3 Top Winning Strategies

3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)

3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2018, Mar - 2021, Mar) Leading Players

Chapter 4. Global Smart Ticketing Market by Component

4.1 Global Smart Ticketing Hardware Market

4.2 Global Smart Ticketing Software Market

4.3 Global Smart Ticketing Services Marke

Chapter 5. Global Smart Ticketing Market by Application

5.1 Global Parking & Transportation Smart Ticketing Market

5.2 Global Smart Ticketing Market by Parking & Transportation Type

5.2.1 Global Roadways Smart Ticketing Market

5.2.2 Global Railways Smart Ticketing Market

5.2.3 Global Airways & Others Smart Ticketing Market

5.3 Global Sports & Entertainment Smart Ticketing Market

Chapter 6. Global Smart Ticketing Market by Region

Chapter 7. Company Profiles

For more information about this report visit https://www.researchandmarkets.com/r/amoioo

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$21.1 Billion Smart Ticketing Markets, 2027: Component (Hardware, Software and Services), Application (Parking & Transportation and Sports &...

Global Free Music-making Software Market Company Business Analysis, Industry Synopsis, Business Outlook 2021 to 2026 The ERX News – The ERX News

Global Free Music-making Software Market 2021 by Company, Regions, Type and Application, Forecast to 2026 organized and published by MarketQuest.biz encloses comprehensive analysis on the market and are assessed through volume and value data. The report provides details about the market dynamics affecting the market, market scope, market segmentation and highlights the favorable competitive landscape and trends prevailing over the years. The report covers every crucial and decisive detail for the development and restriction of the global Free Music-making Software market. Segmentation of the market is studied specifically to give profound knowledge for supplementary market investments.

The report provides an in-depth analysis of market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends, and strategies for this market. It elaborates the market size, market characteristics, and market growth of the global Free Music-making Software industry, and breaks it down according to the type, application, and consumption area. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

NOTE: COVID-19 is significantly impacting the business and global economy in addition to the serious implications on public health. As the pandemic continues to evolve, there has been a serious need for businesses to rethink and reconfigure their working modules for the changed world. Many industries around the world have successfully implemented management plans specifically for this crisis. This report gives you a detailed study of the COVID-19 impact of Free Music-making Software market so that you can build up your strategies.

DOWNLOAD FREE SAMPLE REPORT: https://www.marketquest.biz/sample-request/61021

Leading companies reviewed in the market report are:

On the basis of types, the market is primarily split into

On the basis of applications, the market covers:

The report traces the global Free Music-making Software markets historic and forecast market growth by geography. It places the market within the context of the market and compares it with other markets, market definition, regional market opportunity, sales and revenue by region, manufacturing cost analysis, industrial chain, market effect factors analysis, and market size forecast. Market data is demonstrated using data & Graphs and Statistics, Tables, Bar &Pie Charts, and many more for business intelligence.

Market segment by regions, regional analysis covers:

The report offers varied descriptions about the segmentation of the market on the basis of the segmented global Free Music-making Software market and leads with a descriptive structure of the trends and restrictions of the various segments and sub-segments. It also provides the market size and estimates a forecast from the year 2021 to 2026. The report delivers information about the market trends, growth factors, limitations, opportunities, challenges, future forecasts, and details about all the key market players.

ACCESS FULL REPORT: https://www.marketquest.biz/report/61021/global-free-music-making-software-market-2021-by-company-regions-type-and-application-forecast-to-2026

Key Elements That The Report Acknowledges:

Customization of the Report:

This report can be customized to meet the clients requirements. Please connect with our sales team ([emailprotected]), who will ensure that you get a report that suits your needs. You can also get in touch with our executives on +1-201-465-4211 to share your research requirements.

Contact UsMark StoneHead of Business DevelopmentPhone: +1-201-465-4211Email: [emailprotected]Web: http://www.marketquest.biz

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Global Free Music-making Software Market Company Business Analysis, Industry Synopsis, Business Outlook 2021 to 2026 The ERX News - The ERX News

Global Insurance Software Market Report 2021-2025 – Increased Use of Insurance in Emergent Countries and Increasing Government Regulations -…

DUBLIN--(BUSINESS WIRE)--The "Global Insurance Software Market 2021-2025" report has been added to ResearchAndMarkets.com's offering.

The insurance software market is poised to grow by USD 7.29 billion during 2021-2025, progressing at a CAGR of about 8%

The market is driven by increased use of insurance in emergent countries and increasing government regulations on mandatory insurance coverages in developing countries.

The report on the insurance software market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors. The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The insurance software market analysis includes the deployment segment and geographic landscape.

This study identifies the uncertain catastrophic events leading to an increased need for insurance as one of the prime reasons driving the insurance software market growth during the next few years.

The publisher's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading insurance software market vendors that include Accenture Plc, Applied Systems Inc., Axxis Systems SA, Dell Technologies Inc., Guidewire Software Inc., International Business Machines Corp., Microsoft Corp., Oracle Corp., Salesforce.com Inc., and SAP SE.

Also, the insurance software market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Key Topics Covered:

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Deployment

Customer landscape

Geographic Landscape

Vendor Landscape

Vendor Analysis

Appendix

For more information about this report visit https://www.researchandmarkets.com/r/f9czty

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Global Insurance Software Market Report 2021-2025 - Increased Use of Insurance in Emergent Countries and Increasing Government Regulations -...

Global Contact Center Software Market Revenue to Triple Reaching $75.5 Billion by 2026 – ResearchAndMarkets.com – Business Wire

DUBLIN--(BUSINESS WIRE)--The "Contact Center Software Market by Component (Solutions and Services), Deployment Model (Cloud and On-premises), Organization Size (Large Enterprises and SMEs), Industry, and Region - Global Forecast to 2026" report has been added to ResearchAndMarkets.com's offering.

The global contact center software market size is estimated to grow from USD 24.1 billion in 2020 to USD 75.5 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 20.9% during the forecast period.

Major factors that are expected to drive the growth of the contact center software market include the rising adoption of advanced contact center technologies, need for handling contact center attrition and absenteeism, emerging role of social media in contact center operations, increasing adoption of virtual and cloud-based contact center solutions during and post-COVID-19 to achieve better business continuity, growing need for omnichannel solutions to minimize efforts in reaching end customers, continuous transitions to cloud-based contact centers, and rising demand for personalized and streamlined customer interactions to achieve high customer satisfaction.

The services segment is expected to grow at a higher CAGR during the forecast period

Services are an important part of any solution's deployment life cycle. Therefore, various vendors offer services associated with contact center solutions to help companies effectively implement their contact center strategies. Contact center services involve consulting; implementation and integration; and training, support, and maintenance. These services are required at various stages, starting from pre-sales requirement assessment to post-sales product deployment and execution, enabling clients to get maximum RoI. With these services, contact center solution providers advise end-users and help them integrate and deploy software configured to their requirements.

BFSI industry vertical to hold the highest market share in 2020

The need to attract talent, gain holistic visibility into entire contact center processes, improve timely responses to customer complaints and queries in adherence to country-wide regulations, and protect businesses from fraudulent activities is a top priority in the BFSI industry. Contact center solutions enable BFSI companies to monitor, manage, and assist remote agents selling and earning incentives based on the sale of insurance and banking products, such as credit cards and loans. The use of contact center solutions in the BFSI industry to manage to cut costs, adapt to changing regulations, and maximize opportunities related to financial growth is not new.

APAC to grow at the highest CAGR during the forecast period

APAC is expected to experience extensive growth opportunities in the next few years, owing to the rising adoption of advanced technologies such as cloud, and AI- and NLP-enabled bots. According to the respondents of 2018 SMB Customer Service Trend Report by Genesys, 78.5% of APAC SMEs applied AI to engagement channels, and over 61.1% of APAC SMEs consider TCO for sourcing new technologies to transform their customer engagement roadmap. Therefore, many global cloud-based contact center organizations are infusing AI in their contact center solutions and launching solutions in APAC for helping contact centers in driving sales, improving customer experience and engagement, and attracting new customers with automated workflows and speech analytics capabilities.

Research Coverage

The contact center software market revenue is primarily classified into revenues from solutions and services. Solutions revenue is associated with variety of solutions such as contact center solutions include omnichannel routing, workforce engagement management, reporting and analytics, customer engagement management, and others (CTI, messaging, compliance, and data integration) and services revenue is associated with services including contact center services involve consulting; implementation and integration; and training, support, and maintenance. The market is also segmented based on component, deployment model, organization size, industry, and region.

Key benefits of the report

The report would help the market leaders/new entrants in this market with the information on the closest approximations of the revenue numbers for the overall contact center software market and the subsegments. This report would help stakeholders understand the competitive landscape and gain insights to better position their businesses and plan suitable go-to-market strategies. The report would help stakeholders understand the pulse of the market and provide them with information on the key market drivers, restraints, challenges, opportunities, and COVID-19 impact.

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights

5 Market Overview and Industry Trends

6 Contact Center Software Market, by Component

7 Contact Center Software Market, by Organization Size

8 Contact Center Software Market, by Deployment Model

9 Contact Center Software Market, by Industry

10 Contact Center Software Market, by Region

11 Competitive Landscape

12 Company Profiles

13 Adjacent Market

14 Appendix

Companies Mentioned

For more information about this report visit https://www.researchandmarkets.com/r/qclwj8

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Global Contact Center Software Market Revenue to Triple Reaching $75.5 Billion by 2026 - ResearchAndMarkets.com - Business Wire

How Quake Shook the World: Quake Turns 25 – How-To Geek

id Software

After revolutionizing PC gaming with Wolfenstein 3D and Doom, id Software pulled off a hat trick with Quake, released on June 22, 1996. Quake mixed polygonal 3D graphics, networking, and grunge into a groundbreaking hit with wide influence. Heres what made it special.

In Quake, you play as an unnamed protagonist (later called Ranger) who must travel through dimensional gates to defeat an alien named Quake that has invaded Earth. Like Doom before it, Quake is a first-person shooter game where you explore levels, solve minor puzzles, and obliterate every monster that you seeideally in a shower of bloody gibs.

Compared to the technicolor violence of Dooms universe, Quake felt relatively bland and dark, graphically speaking, and its single-player campaign was no showstopper. But it incorporated dark medieval imagery and H.P. Lovecraft influences that felt appropriate for 1996s era of grunge music, grunge fonts, and grunge fashion. And its pioneering 3D graphics and networking support placed it head and shoulders above the competition.

id Software forged Quake in a contentious team effort due to a long period of technical development on the engine, with disagreements over game design eventually leading to id Software co-founder John Romero leaving the company.

Still, the Quake team pulled off a major win for id Software. John Carmack, Michael Abrash, John Cash, Romero, and Dave Taylor handled the programming. John Romero, Sandy Petersen, American McGee, and Tim Willits designed the levels, and Adrian Carmack and Kevin Cloud created the graphics. Romero did game design, production, created editor tools, and worked on sound effects as well.

Notably, Quake features a creepy and compelling ambient soundtrack composed by Trent Reznor of the industrial rock band Nine Inch Nails. Reznor also voiced the sound effects of the main character. In tribute to Reznors services, which he reportedly provided for free, ids artists put a NIN Nine Inch Nails logo on the nail gun ammo box in the game.

Since Wolfenstein 3D, state-of-the-art first-person shooter games on PC generally used 2.5D graphics techniques to simulate height and depth while usually restricting player movement to a two-dimensional plane. Quake broke the mold by introducing a fully 3D polygonal universe populated with 3D objects and monsters, giving players six degrees of freedom in an immersive virtual world. Unlike 1993s Doom, you could look around freely (and even jump) in Quake.

It was an obvious progression from Wolfensteins three degrees of freedom to Dooms four degrees of freedom, to Quakes six degrees of freedom, Quake programmer John Carmack told How-To Geek. Some Doom clones experimented with a shearing look up/down for five degrees of freedom, but if you are going to support arbitrarily oriented polygons, you might as well get all six.

Polygonal 3D video game worlds existed at least a decade before Quake, and even a polygonal 3D first-person shooter called Descent predated it in 1995. But in mid-1996, fully 3D video games were still rare, and action 3D games with in-game physics that could run with a decent frame rate on a consumer PC (without any 3D graphical acceleration) were unheard of.

Nintendos Super Mario 64released in Japan just one day after Quakeprovided a fluid 3D world on the Nintendo 64 by utilizing special 3D graphics hardware. Both games revolutionized 3D polygonal gameplay in their respective genres, but Quake did it on your familys 75 MHz Pentium PC. Like Commander Keen, Wolfenstein, and Doom before it, Quake made a regular PC do more than what anyone thought was possible at the time.

In addition to its immersive 3D world, Quake played with dynamic light and shadow in a way never before seen in a computer game. The lighting model was a more unique feature than the polygons, says Carmack. There were other 3D polygon games and applications, but the light mapping and surface caching gave Quake a very different atmosphere.

By default, Quake usually ran at 320200 resolution on an average PC in 1996. Higher resolutions were possible, but they required much faster CPUs. With the 1997 release of GLQuakean official version of Quake that supported the OpenGL 3D graphics APIgamers could buy and use new 3D graphics accelerator cards to run Quake at higher frame rates and resolutions, effectively launching the GPU card era in gaming that we still have today.

RELATED: 30 Years of Vorticons: How Commander Keen Changed PC Gaming

Like Doom before it, Quake pushed the state-of-the-art when it came to multiplayer networked gaming. Doom introduced the FPS deathmatch to the world, but only through modem-to-modem connections, serial links, and local area networks directly. Quake was one of the first mainstream games to incorporate TCP/IP networking directly into the game itself, allowing people to type in an IP address and connect directly with a friend over the internet for co-op or competitive deathmatch play. Just months after Quakes launch, id Software introduced a QuakeWorld client that made internet multiplayer an even better experience.

Quake was also highly moddable, meaning that people who bought the game were allowed (and even encouraged) to build extensions off of it, make their own maps, and even extend the game engine in ways that the designers never thought possible. In this vein, id Software published its own programming language called QuakeC (used to develop Quake itself) that unlocked the engine for modders in a powerful way. After that, novel and influential variations of Quakes multiplayer modes emerged, such as capture the flag and Team Fortress.

As a result of its highly moddable nature, Quake also inspired some of the earliest forms of video game machinima, where people would use the Quake engine as a staging area to tell a story that would be recorded as a video and then (usually) shared on the internet.

RELATED: How to Play Classic "Doom" in Widescreen on Your PC or Mac

As a pioneering fully-3D FPS with in-game physics, Quake inspired emergent gameplay techniquessuch as strafe jumping, bunny hopping, and rocket jumpingthat required a high degree of skill to master. The competitive edge that these techniques gave over other players inspired Quakes use in video game tournaments, which many now consider a key step in the dawn of competitive eSports.

Quake also had a big impact on how we control PC games. Initially, many people played Quake with a keyboard like Doom. But the extra dimension of looking up and down gave players who adapted to mouse control a distinct advantage. The now-common WASD plus mouselook controls common in PC games became popular largely due to the play style of Dennis Thresh Fong, who won Quake tournaments in the 1990s. They werent the default control mapping until Quake III in 1999, but players could easily remap Quakes controls to suit their tastes. Once they tried using WASD plus the mouse, few competitive players went back to keyboard-only gameplay.

To our knowledge, Quake was the first action video game with a built-in console interface used for changing game options and manipulating the engine itself. At any time during play on the PC version of the game, players could press the tilde (~) key, and a console box would drop down from the top of the screen with a prompt. In that box, you could type text commands that could move the player, manipulate the game world, change options, or enable cheats.

For example, by bringing up the console and typing sv_gravity 100, players could reduce the effects of gravity in the game engine and jump much higher. This was powerful stuff in 1996. Its just one more way in which Quake was almost more than just a gameit was a 3D-gaming platform unto itself.

Despite the struggles during its development, Quake was a hit out of the gate. Romero himself uploaded the shareware version of Quake to the internet for release on June 22, 1996. Word rapidly spread, and Quake sold several hundred thousand copies within a year of its release, reaching 550,000 copies by 1999, withreportedly over 1.8 million sold by 2010.

At least 10 games licensed the Quake engine, and, of course, the game spawned sequels in Quake II, Quake III, Quake 4, Enemy Territory: Quake Wars, and more. Through its cultural influence, Quake feels at least on par with games like Tetris and Super Mario Bros. as having cemented a genre and inspired future developers to take the concept much further than originally imagined.

As for id Software, Quake served as the swan song for the duo of Carmack and Romero, whose partnership spawned a wave of early 1990s PC hits that are still legendary. By the time id released Quake, Romero already knew that hed be leaving the companyhe wanted to do more than just first-person shooters. The disagreement over whether we spend time exploring game design alternatives to FPS vs. just making another shooter is the reason why I decided to leave, Romero told us.

Still, Romero is proud of what Quake became. The single-player game was pretty scary with the lights low and volume up, he says. Its stood the test of time. He hosts Quake DeathJam events every year in Ireland, he notes, and the game is as popular as ever with competitive Quake players.

Likewise, John Carmack is also proud ofQuake, but he sees how its creation might have progressed differently. I am certainly satisfied with having made such an iconic game, he told How-To Geek. With hindsight, I sometimes think we could have done better by doing all the modding and networking technologies with something closer to Dooms rendering engine so it would run faster for more people and be easier to map for, then do the full 3D maps and characters in another game a year later, but who knowsthat might have been an opening for another company to pass us by.

But they did what they did, and no one passed them by that summer of 1996. Instead, id Software set the pace for the industry with Quake, and were still talking about it 25 years later.

Theres much debate online about the best way to play Quake today. Usually, the answer depends on whether you want a more authentic experience or one that utilizes advances in graphics technology since 1996.

If you dont want any fuss and have a Windows machine, browse over to Steam or GOG and buy Quake for about $5. Youll get the vanilla game with 1996-era optionsno widescreen or gamepad support, for example.

But there are other ways to go. After id Software released the source code to the Quake engine in 1999, dedicated fans have created newer versions of the game engine called source ports that allow high-resolution textures, widescreen resolutions, modern controller support, and much more.

Among the many Quake ports available, QuakeSpasm (which runs on Windows, Macs, and Linux) remains popular as a vanilla solution with widescreen and Xbox controller support, while DarkPlaces supports more modern lighting effects and textures.

Either way, youll still need to buy a copy of Quake online from Steam or GOG first (unless you have your vintage Quake CD), so that you can copy the data files over to the source port directory.

Have fun, and happy birthday,Quake!

RELATED: From Keen to Doom: id Software's Founders Talk 30 Years of Gaming History

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How Quake Shook the World: Quake Turns 25 - How-To Geek