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Kabaddi is a contact team sport played between two teams of seven players each. The objective of the game is for a single player on offense, referred to as a "raider", to run into the opposing team's half of a court, tag out as many of their defenders as possible, and return to their own half of the court, all without being tackled by the defenders, and in a single breath. Points are scored tagged by the raider, while the opposing team earns a point for stopping the raider. Players are taken out of the game if they are tagged or tackled, but are brought back in for each point scored by their team from a tag or tackle.
Kabaddi was originated from the South Indian state of Tamil Nadu. This is the traditional game of Tamil people. It is popular in South Asia and other surrounding Asian countries. Although accounts of kabaddi appear in the histories of ancient India, the game was popularised as a competitive sport in the 20th century. It is the national sport of Bangladesh.[1][2] It is the state game of the Indian states of Andhra Pradesh, Bihar, Haryana, Karnataka, Kerala, Maharashtra, Odisha, Punjab, Tamil Nadu, Telangana, and Uttar Pradesh.[3]
There are two major disciplines of kabaddi: so-called Punjabi kabaddi, also referred to as circle style, comprises traditional forms of the sport that are played on a circular field outdoors, while the standard style, played on a rectangular court indoors, is the discipline played in major professional leagues and international competitions such as the Asian Games.
History of the game
Although unverified, theories from religious believers state that kabaddi originated from either the Vedic period of ancient India, or the Sistan region of present-day Iran. The game was said to have been popular among the Yadava people; an abhang by Tukaram stated that the god Krishna played the game in his youth, while the Mahabharata contains an account of Arjuna being able to sneak into hostile areas also take out enemies unscathed, which they are claiming that parallels the gameplay of kabaddi. There are accounts of Gautama Buddha having played the game recreationally.[citation needed]
Despite these conflicting claims, India has been credited with having helped to popularize kabaddi as a competitive sport, with the first organized competitions occurring in the 1920s, their introduction to the programme of the Indian Olympic Games in 1938, the establishment of the All-India Kabaddi Federation in 1950, and it being played as a demonstration sport at the inaugural 1951 Asian Games in New Delhi. These developments helped to formalize the sport, which had traditionally been played in villages, for legitimate international competition.[4][5][1]
After being demonstrated again at the 1982 Asian Games in Delhi, kabaddi was added to the Asian Games' programme beginning in 1990.
TikTok (Chinese: 抖音; pinyin: Dǒuyīn) is a Chinese video-sharing social networking service owned by ByteDance, a Beijing-based internet technology company founded in 2012 by Zhang Yiming. It is used to create short dance, lip-sync, comedy and talent videos.[5] ByteDance first launched Douyin for the China market in September 2016. Later, TikTok was launched in 2017 for iOS and Android in markets outside of China. It became available in the United States after merging with Musical.ly on 2 August 2018. TikTok and Douyin are similar to each other, but run on separate servers to comply with Chinese censorship restrictions. The application allows users to create short music and lip-sync videos of 3 to 15 seconds[6][7] and short looping videos of 3 to 60 seconds. They also have global offices including Los Angeles, New York, London, Paris, Berlin, Dubai, Mumbai, Singapore, Jakarta, Seoul, and Tokyo.[8] The app is popular in East Asia, South Asia, Southeast Asia, the United States, Turkey, Russia, and other parts of the world.[9][10][11] TikTok and Douyin's servers are each based in the markets where the apps are available.[12]
After merging with Musical.ly in August, downloads rose and TikTok became the most downloaded app in the US in October 2018, the first Chinese app to achieve this.[13][14] As of 2018, it was available in over 150 markets and in 75 languages. In February 2019, TikTok, together with Douyin, hit one billion downloads globally, excluding Android installs in China.[15] In 2019, media outlets cited TikTok as the 7th-most-downloaded mobile app of the decade, from 2010 to 2019.[16] It was also the most-downloaded app on the App Store in 2018 and 2019.
Since June 2020, Kevin Mayer is CEO of TikTok and COO of parent company ByteDance.[17] Previously he was chairman of the Walt Disney Direct-to-Consumer & International
Musical.ly merger
See also: Musical.ly
On 9 November 2017, TikTok's parent company, ByteDance, spent up to $1 billion to purchase musical.ly