QuizRiddles
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0 of 6 answered

1Ernő Rubik built the first version of his cube in 1974. What was he mainly trying to do?

2Before he was named Mario, the famous video game hero first appeared in 1981 under what name?

3Pac-Man's creator Toru Iwatani has said the character's shape was partly inspired by what?

4Sony's first Walkman, launched in 1979, had two headphone sockets. Why?

5According to Sanrio, the company that created her, where does Hello Kitty live?

6In 1982, computer scientist Scott Fahlman proposed typing :-) online. What problem was he trying to solve?

Answer all 6 to see your result, or let the timer finish for you.

Did you know?

How global pop culture is made

Pop culture is the shared set of games, gadgets, characters and trends that large numbers of people recognise at once. Since the 1970s, much of it has travelled across borders, carried first by television and toy exports, then by video games and finally by the internet. Many of today's global icons started as small products aimed at a single market, and they succeeded partly because they could be understood without words or translation.

Japan's global influence

From the late 1970s, Japanese companies shaped world pop culture in a way few had predicted. Arcade games such as Space Invaders and Pac-Man became hits abroad, followed by home consoles and handheld devices. Characters like Hello Kitty and later Pokémon crossed cultures because they relied on simple shapes and expressions rather than dialogue. Portable electronics, led by the Walkman, also changed daily habits by letting people carry their own music everywhere.

Toys that became phenomena

Some toys spread through a combination of design and timing. The Rubik's Cube sold hundreds of millions of units and created the sport of speedcubing, with competitions held around the world. Tamagotchi digital pets, launched in 1996, sold tens of millions within a few years and asked children to care for a virtual animal. Collectible crazes, from trading cards to small figures, tend to rise quickly and fade almost as fast.

The internet's early culture

Before social networks, online culture grew on bulletin boards, mailing lists and chat rooms used mostly by students and researchers. Their users invented many habits still common today, from emoticons and abbreviations to the idea of internet memes. In the 1990s, jokes and images spread widely by email. As smartphones arrived, this culture moved into apps, and short videos, stickers and emoji became a shared visual language around the world.